RoQuick
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| Joined: 12 May 2013 |
| Total Posts: 595 |
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| 20 Sep 2016 06:31 PM |
sadly filteringenabled messes up my game (delay from server scripts to client ruins the point of the game). This means that I need to depend on the client & have nothing to do with the server to make my game work. Is it possible to make the game filteringenabled but turn it off when somebody is using that client script?
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iIikeyou
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| Joined: 07 Mar 2012 |
| Total Posts: 1659 |
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| 20 Sep 2016 07:59 PM |
if you do it serversided and force everyone to rejoin lmao |
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 20 Sep 2016 08:11 PM |
you're dumb. FE or get out.
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| 20 Sep 2016 08:12 PM |
^ No need to be rude, most people have trouble with fe.
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TimeTicks
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| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
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| 20 Sep 2016 08:13 PM |
Exactly most people. Most people should actually use their brains for once and learn.
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| 20 Sep 2016 08:19 PM |
^ Yes, I know, I kinda found myself in this situation a couple weeks after fe, but if you ask the basic dev, fe is unknown to them.
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RoQuick
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| Joined: 12 May 2013 |
| Total Posts: 595 |
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| 21 Sep 2016 08:30 AM |
TimeTicks What you don't understand is that it's not about not being able to use the remote functions or FE. It's about the delay from sending information from the client to server. This is unnoticeable in almost every FE game, however, for games that have players dribbling or throwing balls, this will definitely be noticeable & make it look like they're lagging
The only way to remove this delay is to use the script in the players client & move the ball from the players client. Otherwise I would need to use the server & have the delay in my script.
Go try it out for yourself, it will look perfect in studio but play the real game & stop commenting on my forums for god sakes.
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RoQuick
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| Joined: 12 May 2013 |
| Total Posts: 595 |
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| 21 Sep 2016 08:32 AM |
my bad, sending information from server to client**
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| 21 Sep 2016 08:33 AM |
i don't use FE because the only way to make good looking vehicles both clientside and serverside is to use local scripts, especially when implementing custom throttle and steer support (not int -1 - 1 but double -1 - 1)
i use it sometimes but it is impossible to make things as smooth as possible of both sides of the game when using FE because everything is delayed and the roblox servers are awful at rendering literally anything, i am going to start moving towards using UE4 anyways which is more professional and is so much better at handling physically everything than roblox |
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RoQuick
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| Joined: 12 May 2013 |
| Total Posts: 595 |
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| 21 Sep 2016 08:35 AM |
Also go look at the Ro-Sports section. All of the popular games don't have filteringenabled because of this delay (except Kick-Off because that game welds the ball to the player) & this delay is a major reason why nobody is using FE, it makes the game look laggy when it really isn't.
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iIikeyou
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| Joined: 07 Mar 2012 |
| Total Posts: 1659 |
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| 21 Sep 2016 08:35 AM |
for those of us who only have scripting experience with roblox, obviously a huge change like FE is not so warmly welcomed i got into a rather nice rant about what is wrong with it before where the goal of a multiplayer game is to make the game everyone is playing the same, and FE allows that to change drastically
imo there is absolutely no excuse for having to use so many inefficient remotefunctions and crud to make a game just work the same for everyone, it's ridiculous
not to mention roblox servers cant handle much load, it even by default forces clients to do the calculations for the physics of every game localscripts are much more efficient than server, and in all honesty they are the same thing. local scripts are the same thing as server scripts, but with more functionality (client only objects), though roblox has severely limited this because no solution could be found to stop exploits |
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| 21 Sep 2016 08:39 AM |
FE is just basically for people who are worried about being exploited
it doesnt even stop every exploit because its not possible but it stops a few
roblox is the only one who can truly patch exploits and stop lying and saying "HURR DURR EVERY GAME IS SCRIPTED LIKE ROBLOX WITH FE ON OTHER ENGINES" because that is a complete and big fat lie. Many other game engines only have 1 script type that handles things both server side and locally, while roblox uses 2 script types (ignoring module & core) because they are afraid for security |
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| 21 Sep 2016 08:40 AM |
Guys... Ugh... FE does not slow down traffic between server and client, it only limites the data being transferred. If there is a delay with FE, there will be that same delay without it. You could say you notice the delay with FE on, because with FE on, the client needs to wait for a response, just like the other clients. Instead of showing you first what the client has edited, it shows it to you at the same time as other clients, and that does indeed have a delay. It's just that without FE, this delay is only there for other players, but that doesn't really matter, because it's how the server reacts, and not clients, and the server always reacts the same for everyone.
Anyway, FE is superior and everyone should be obliged to use it. It's not that hard to work with, it's a lot safer and you can do a lot of cool stuff by making stuff different for different clients. |
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| 21 Sep 2016 08:40 AM |
And games like phantom forces have quite a bit of server side lag, the characters themselves move jaggedly even this is another example of what FE can do if the characters were controlled locally, they would look smoother and put less weight on the server and also FE will allow you to make 'local parts' but what is even the use of these when you can set local transparency and put parts in the camera? |
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| 21 Sep 2016 08:42 AM |
And also FE DOES have a delay because of all of the remotes you will be using, all of them have a small delay but if you combine multiples of them then the entire game will start to slow and more things are being done on the server which in turn will increase the rate of processing on the server and cause more 'server slowness' |
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| 21 Sep 2016 08:44 AM |
^ Characters ARE controlled locally, the look of them is edited by the server, but the animations and movement is calculated and controlled by the client and replicated to the server. |
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iIikeyou
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| Joined: 07 Mar 2012 |
| Total Posts: 1659 |
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| 21 Sep 2016 08:47 AM |
sorry harry but that isn't true
even heartbeat can only run at 40 fps, where renderstepped is 60 fps you may say that the information relayed from client to server is the same rate, and yes this is true, but since things can be calculated so much faster from the client it will reach the server more quickly, not to mention the things done from your specific client will actually be able to be smooth
i dont think i have to explain that there is both client and server lag, and with FE and the many truly inefficient roundabout ways to actually making a game function, this drastically impacts performance |
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| 21 Sep 2016 08:49 AM |
@Wunder_Wulf You don't understand how FE works, let me explain why you think there is a delay:
non-FE: Client edits something, instantly visible to that client ---> server processes ---> edit visible for other players
FE: Client demands server to edit something ---> server edits ---> edit visible for all clients
You see? With non-FE, edits you do, such as shooting a laser is instantly visible for the client, because the client is the one that edits this. With FE, this is not the case, because you ask the server to edit something. For the server, the thing to be edited is created at exactly the same times with FE or without it, as well as for other clients, it's just for you, the client that wants to do this edit, that it looks like there is a delay. |
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| 21 Sep 2016 08:49 AM |
TimeTicks, as always obsessing over the importance of using FE, yet being completely oblivious elsewhere.
"Handle this from the server, not from a local script"
Lol, if the FE you keep stressing the importance of were on, handling it from the server wouldn't work. https://forum.roblox.com/Forum/ShowPost.aspx?PostID=198832219
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RoQuick
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| Joined: 12 May 2013 |
| Total Posts: 595 |
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| 21 Sep 2016 08:49 AM |
understand why you may think theres no delay, unless you've ever made a Ro-Sports game, you should never have seen the delay before. But when you're trying to move a rotating & moving ball based on a players information, you will definitely see it (it's still unnoticeable in studio btw, you will only see it in the actual game) & the only way I could remove this delay with FE on was to limit the players movements & limit the amount of times they could move the ball so I just went back to FE off.
These delays are very impactful for the ro-sports community. When you see the ball lagging or delaying in any ro-sports game, it really hurts the game.
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| 21 Sep 2016 08:49 AM |
if you make 80 parts by using 3 server scripts it will lag, a lot try with 3 clients running local scripts and performance improves drastically |
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| 21 Sep 2016 08:52 AM |
@ilikeyou I know that calculations are much faster client sided, but that doesn't really have anything to do with the situation here. I'm just saying that sending and recieving information is not a tiny bit slower when FE is enabled. It only looks that way for your own client(see explanation above). |
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RoQuick
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| Joined: 12 May 2013 |
| Total Posts: 595 |
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| 21 Sep 2016 08:52 AM |
theres this really big programmer in the ro-sports community named TayFun7 who made TPS 16 which is a really popular game. I've always wondered why his game never had filteringenabled & now I realize. |
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