Descriptive Problem Summary:
I've seen some threads on this a while back, is this normal behavior?
http://www.youtube.com/watch?v=yMT68u173ow
Issue does not happen to the host, only other clients.
Numbered Steps to Reproduce Problem:
Increase world.tick, increase sleep() in test(). These help, but increasing tick is out of the question and increasing sleep() makes it really choppy.
Code Snippet (if applicable) to Reproduce Problem:
mob/proc/test()
chargeimage=image('Charge.dmi',src,"0",MOB_LAYER+1)
chargeimage.pixel_y=20
src<<chargeimage
spawn while(1)
sleep(1)
chargepower+=1
chargeimage.icon_state="[chargepower]"
Expected Results:
Fluent image update.
Actual Results:
Still choppy.
Does the problem occur:
Every time? Or how often? Yes.
In other games? n/a
In other user accounts? Yes.
On other computers? Yes.
When does the problem NOT occur?NEBAR! Unless you are the host.
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
Workarounds:
Yes, the lag time between servers and clients is meaningful. Mainstream games sidestep the problems of latency by doing a lot of prediction on the client end, so they can fill in the gaps with smooth movement.