Re: GZDoom Multiplayer Support
Posted: Wed Feb 03, 2016 7:44
I am not here to argue technicalities or semantics or to prove that I have a "bigger brain." What caused it can be debated until the next century, but to be honest, I really don't care what did, I just know that it did, and we were using the same data on both sides. Pin it up as a bug, if you will, or corrupted network packets, or even an earthquake in Japan, the result is just the same: it lagged badly, and it desynched. It doesn't matter why it happened. In Skulltag, it lagged badly, but there were no sync problems. Our problem was solved, albeit with a less ideal source port.
The technical information that you have presented is, nonetheless, interesting, but probably more fitting for a Wikipedia article than a simple discussion over the differences of ZDoom and Skulltag network protocols.
You could probably lecture a computer science class with that knowledge, and I know you're smart enough to do that, I am not trying to challenge your intellect - but what matters here is explaining the fundamental differences of GZDoom and Zandronum's network code - and why GZDoom has more trouble over common network conditions online than Zandronum does. Now, you can continue your debate over that, too, but the fact is, Zandronum's network replication does fix the game state a lot better than GZDoom's ever will, should GZDoom's ever get messed up - and no engine is perfect, so you can't tell me it never does. This "logical impossibility" happens more often than you'd like to think - caused by lag or not, it can happen. Sometimes it's caused by bugs, and they usually get fixed eventually. But for what it is, it works well enough for what we need it to, but there is no question: for many reasons, ZDoom, and by inheritance, GZDoom, is hugely lacking in multiplayer support, not only for the lack of on-demand join support but also lump and game sim verification. I've never considered either source port superbly suitable for anything more than LAN play except in cases where both parties have very low latency to one another - something that is not always possible when you're living on another continent.
For all of Zandronum's flaws, the server replication method of multiplayer play is popular with a great many modern games for a reason.
The technical information that you have presented is, nonetheless, interesting, but probably more fitting for a Wikipedia article than a simple discussion over the differences of ZDoom and Skulltag network protocols.
You could probably lecture a computer science class with that knowledge, and I know you're smart enough to do that, I am not trying to challenge your intellect - but what matters here is explaining the fundamental differences of GZDoom and Zandronum's network code - and why GZDoom has more trouble over common network conditions online than Zandronum does. Now, you can continue your debate over that, too, but the fact is, Zandronum's network replication does fix the game state a lot better than GZDoom's ever will, should GZDoom's ever get messed up - and no engine is perfect, so you can't tell me it never does. This "logical impossibility" happens more often than you'd like to think - caused by lag or not, it can happen. Sometimes it's caused by bugs, and they usually get fixed eventually. But for what it is, it works well enough for what we need it to, but there is no question: for many reasons, ZDoom, and by inheritance, GZDoom, is hugely lacking in multiplayer support, not only for the lack of on-demand join support but also lump and game sim verification. I've never considered either source port superbly suitable for anything more than LAN play except in cases where both parties have very low latency to one another - something that is not always possible when you're living on another continent.
For all of Zandronum's flaws, the server replication method of multiplayer play is popular with a great many modern games for a reason.