Mordeth Posted April 17, 2000 The SMMU site has updated with a pretty long list of things that have recently been implemented. Most new features have something to do with client/server networking... for instance, joining a SMMU server 'waiting room' during a game and speed optimisations such as compressed player packets. Movement prediction is still on the to-do list, but so far things seem to be looking good. 0 Share this post Link to post
Guest Anonymous User Posted April 18, 2000 I'm wondering about the utility of compressing the packets...I remember playing on DWANGO and various SerDOOM BBSs in my area back in the day, and the best way to ensure a laggy game was to connect with data compression on. Maybe modems have gotten better since then, but I doubt it...they're all winmodems now. If your computer slows down for any reason you're going to drop packets like a sonofabitch. 0 Share this post Link to post
Guest Nookiez Posted April 18, 2000 SMMU rulez j00r-ass.. But tweak the sound-detection. And complete the MBF compatibility. 0 Share this post Link to post
fraggle Posted April 18, 2000 its based on mbf. therefore it _is_ totally mbf compatible already, surely? 0 Share this post Link to post
Hyena Posted April 18, 2000 I tried many of MBF dehacked patches on SMMU to find they didn't work. 0 Share this post Link to post
Guest Anonymous User Posted April 20, 2000 aha .. that means it *was* 100% mbf compatible .. until he broke it :) 0 Share this post Link to post
fraggle Posted April 20, 2000 yeah i found the problem and fixed it although it would have been nice if you guys had actually LET ME KNOW that there was a problem with compatibility. In fact the problem seems to be down more to certain dehacked patches being written badly rather than my own coding mistakes. But its fixed now, anyway. 0 Share this post Link to post
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