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Stock 1.5.* glitch with Player animations in multiplayer

by Henry Todd · in Torque Game Engine · 05/08/2007 (3:45 pm) · 1 replies

I finally had the opportunity to do some serious multiplayer tests on my project over the last few days, and I was surprised to see that the jump and land animations for the Player rarely, if ever, sync up over multiplayer.

My first assumption was that this was somehow the result of my changes to the code; I had added crouch and prone animations to the Player class, and assumed I had somehow interfered with the jump animation in the process. To test this theory, I've been running stock (in other words, completely unaltered) TGE 1.5.1 multiplayer tests.

The results were identical. The jump animation played on client ghosts about 15% of the time; in many cases, the result of jumping while running was that the Player "ran" through the air, while still dropping footprints on the ground below.

It should be noted that this does not occur for the client's control object -- the animation sync issue only applies to ghosts of other clients. I tried increasing packet size and rate with no changes in the results. All tests were done over a 100mbit LAN with no firewalls.

#1
05/10/2007 (2:27 am)
Not sure if this helps, but I ran into this problem as well while trying to figure out how make AI jump.

I did some research on it but went a totally different route where jumps are forced now via catt-mull rom spline rather than triggered.

As far as I could tell the jump is played on the source client (i.e. if you jump, the client know you are jumping and does the animation) but seems to be cut off on it's route from client<->server<->client. I took a look mostly at the pickActionAnimation method and did a modification which only partially worked. Let me see if I can dig up what I did (it was about 2 months ago).