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Ghosts vs Half Life - schade COD, aber du hängst ja nur knappe 10Jahre hinterher...
undJust tested this on our server with just me and another player on. Everything seemed to work perfect. We brought 18 other people on from our community to make it an even 20 players on and we started to get just about the same type of results as in this video. Did this on Flood Zone, Dam, Highway, and Radio. We tested it again after triggering each levelution events and it got much much worse.
Our findings might point to a desync issue between the server and your client. Seems perhaps that the client isn't able to catch up on what the server is telling it. There may be temporary 'timeouts' between the message being sent from the server to the client and the client displaying that message to the player.
Demize99 und ein anderer Entwickler sind auch schon im Thread. Es geht gut rund. 🙂Looking through the logs on our server backend, it appears that the time between a message is created by the player, sent to the server then sent back to all clients to update is rather significant. For two examples, when the tower is brought down on Shanghai there is a 0.7283 second delay in the message being received by the client and read out. However on a map such as Dawnbreaker where the levelution is not quite drastic it was only a delay of 0.0143 seconds. So it is really dependent on how large of an event and how many events are being triggered and created at the time. Problem here though is with all the destruction allowed across each map, the delay time will just continue to grow as there starts to become a backlog of information waiting to be received and read by the client.