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Armagetron advanced rubber setup
Armagetron advanced rubber setup









armagetron advanced rubber setup

When you leave the wall, you begin to recharge your available rubber until it is full. When it is depleted, you are touching the wall and the server destroys your cycle. In this case, the application of rubber will vary for each wall approach, but it will behave consistently and predictably for players.Īfter rubber kicks in, it begins to deplete. Time-based rubber is good for servers that have a lot of cycle acceleration, resulting in large differences in speed between cycles. And it's really good for that! This is the traditional behavior of rubber, and until v0.2.8 it was the only behavior of rubber available. Low cycle acceleration is what distance-based rubber is good for. Some examples are the Tigers Classic servers, the Goshdarn clones, and a few others. Both have the same intent, but work slightly differently.ĭistance-based rubber is good for servers that have very little changes in speed. Distance-based rubber works by measuring the actual distance between you and the wall. Time-based rubber works by measuring how long (in milliseconds) it will take for you to hit the wall and applying rubber to it. You either have time-based rubber or distance-based rubber. Rubber works two ways, depending on how the server is configured.

armagetron advanced rubber setup

It is not a way to make it easier to get close to a wall. It is not a tool to make it possible to turn around against a wall. By making this stretch, it is possible for you to see that you are in fact touching the enemy wall that popped up in front of you, and to react to it, all in the 200 milliseconds your hypothetical connection has to send a turn to the server. But the time it takes for you to crash against that wall is stretched. This change in speed is artificial, it doesn't affect your actual speed in any way. When you get close to a wall, rubber artificially slows your cycle at a certain distance from the wall. Of course, you don't have 200 milliseconds, you'll collide and be dead in 100 milliseconds.Įnter: rubber. It will take you 200 milliseconds to get aware of this and send your reaction back to the server, assuming you yourself can react instantly. Just before you would pass each other, the other guy turns and blocks your path. Now, some other guy and you are racing towards each other. Let's say you connect to a server and your ping is 200 milliseconds. It's very simple in concept, when you think about it.

armagetron advanced rubber setup

Now it's become a part of the game and players are aware of it, and knowing what it is and what it isn't is an important part of playing the game.Īs mentioned in the introduction, rubber is a way to deal with network latency. Part of that is because different mechanisms to accomplish the same thing could be implemented, and the player never need deal with it. It was never intended to be revealed to the player as a concept. Once upon a time, it was an internal mechanism that existed for server administrators to configure, allowing them to build different types of servers that were playable that might otherwise not have been so. In short, without rubber, there would be no internet game.

armagetron advanced rubber setup

That is, it's there to deal with the fact that when you hit a wall, and the server thinks you've hit the wall, it's a physical impossibility for you to be certain you're near the wall. Rubber exists to compensate for network latency.











Armagetron advanced rubber setup