Niryco Posted August 4, 2013 Share Posted August 4, 2013 I have a question to all players, how much of warframe is actually server side? I know there is alot of client side features (Thus many cheat-engine hacks). Does anyone actually know about how much? This isn't for any nasty purposes but general knowledge. Link to comment Share on other sites More sharing options...
Ezard Posted August 4, 2013 Share Posted August 4, 2013 Every game is hosted by 1 player, and the others connect to that player Only the account details, and your stats, items, Warframes, weapons etc are stored server-side I believe Link to comment Share on other sites More sharing options...
Niryco Posted August 4, 2013 Author Share Posted August 4, 2013 Every game is hosted by 1 player, and the others connect to that player Only the account details, and your stats, items, Warframes, weapons etc are stored server-side I believe How about dojos, would they be server or client or player side? Link to comment Share on other sites More sharing options...
Ezard Posted August 4, 2013 Share Posted August 4, 2013 How about dojos, would they be server or client or player side? Again, 1 player hosts the dojo, and the others connect to that player :-) Link to comment Share on other sites More sharing options...
Rengakun Posted August 4, 2013 Share Posted August 4, 2013 Again, 1 player hosts the dojo, and the others connect to that player :-) The Dojo info is stored sever-side, though. Link to comment Share on other sites More sharing options...
Sixty5 Posted August 4, 2013 Share Posted August 4, 2013 Game data is all serverside. No coalesced.win file. Link to comment Share on other sites More sharing options...
Shion963 Posted August 4, 2013 Share Posted August 4, 2013 How about dojos, would they be server or client or player side? Dojo data is retrieved upon starting by host, and new additions are uploaded to the database in the sky. Link to comment Share on other sites More sharing options...
Hipolipolopigus Posted August 4, 2013 Share Posted August 4, 2013 (edited) I know there is alot of client side features (Thus many cheat-engine hacks). A quick search around some seedier sites shows that the only thing there are "hacks" for are credit drops, which only works on solo. I imagine the anti-cheat that DE introduced a while ago (Update 8? 7?) would herniate if you tried anything else. At any rate, even discussing this might make DE want to ban you. Edited August 4, 2013 by Hipolipolopigus Link to comment Share on other sites More sharing options...
Electriq Posted August 4, 2013 Share Posted August 4, 2013 Glad to hear that DE is not only banning hackers but those who talk about it too, it's the only right way to make the game 99% clean Link to comment Share on other sites More sharing options...
Ezard Posted August 4, 2013 Share Posted August 4, 2013 A quick search around some seedier sites shows that the only thing there are "hacks" for are credit drops, which only works on solo. I imagine the anti-cheat that DE introduced a while ago (Update 8? 7?) would herniate if you tried anything else. At any rate, even discussing this might make DE want to ban you. And tbh, the only credit hack you'll ever need is called "Void Missions" XD Link to comment Share on other sites More sharing options...
Niryco Posted August 4, 2013 Author Share Posted August 4, 2013 (edited) And tbh, the only credit hack you'll ever need is called "Void Missions" XD Glad to hear that DE is not only banning hackers but those who talk about it too, it's the only right way to make the game 99% clean A quick search around some seedier sites shows that the only thing there are "hacks" for are credit drops, which only works on solo. I imagine the anti-cheat that DE introduced a while ago (Update 8? 7?) would herniate if you tried anything else. At any rate, even discussing this might make DE want to ban you. Dojo data is retrieved upon starting by host, and new additions are uploaded to the database in the sky. Game data is all serverside. No coalesced.win file. The Dojo info is stored sever-side, though. Again, 1 player hosts the dojo, and the others connect to that player :-) Every game is hosted by 1 player, and the others connect to that player Only the account details, and your stats, items, Warframes, weapons etc are stored server-side I believe Then guys have about in-lobby chat? As in when players are not in missions, there would be alot of players in the lobby chat, i am guessing it is server side and since it most likely is, how much lag is induced? Also would any packets be sent to those doing missions or would it be just one player host and all the data is saved within the client to be sent to the server once completed? Also about player to player connection, since player A is the host and well basically it would be client A that sends all the data if i am not mistaken? Edited August 4, 2013 by Jacate Link to comment Share on other sites More sharing options...
Ezard Posted August 4, 2013 Share Posted August 4, 2013 Then guys have about in-lobby chat? As in when players are not in missions, there would be alot of players in the lobby chat, i am guessing it is server side and since it most likely is, how much lag is induced? Also would any packets be sent to those doing missions or would it be just one player host and all the data is saved within the client to be sent to the server once completed? Also about player to player connection, since player A is the host and well basically it would be client A that sends all the data if i am not mistaken? I imagine the chat system is handled server-side - probably not much lag induced, seeing as chat messages are pretty small in size For the way the game works, I believe the conventional way is for the host and all clients to load the map and mission locally, then simply send data packets between server and client to coordinate the positions of objects, animation states, etc Things like particle effects are purely client-side THis is just me speaking from my own game development experience - DE might implement a different approach Link to comment Share on other sites More sharing options...
Shion963 Posted August 4, 2013 Share Posted August 4, 2013 AFAIK chat is a separate server from account, and the game logs us in (or attempts to) at the start of every session. Success brings the Time/Date/Loyalty is the Duty of a Soldier message. I imagine the chat system is handled server-side - probably not much lag induced, seeing as chat messages are pretty small in size For the way the game works, I believe the conventional way is for the host and all clients to load the map and mission locally, then simply send data packets between server and client to coordinate the positions of objects, animation states, etc Things like particle effects are purely client-side This is just me speaking from my own game development experience - DE might implement a different approach That looks about right. Strung-up tiles would be generated by host, and this tilemap is sent to clients so that they can start loading the map. Don't know precisely who would handle the enemy AI, though. I assume host generates/manages, and clients only receive, react, and respond? Link to comment Share on other sites More sharing options...
LeAtlas Posted August 4, 2013 Share Posted August 4, 2013 *Mindblown* Link to comment Share on other sites More sharing options...
Niryco Posted August 4, 2013 Author Share Posted August 4, 2013 *Mindblown* Why? I imagine the chat system is handled server-side - probably not much lag induced, seeing as chat messages are pretty small in size For the way the game works, I believe the conventional way is for the host and all clients to load the map and mission locally, then simply send data packets between server and client to coordinate the positions of objects, animation states, etc Things like particle effects are purely client-side THis is just me speaking from my own game development experience - DE might implement a different approach So in that sense, missions are pretty much client and server side to an extent. Thank you for your view =D Link to comment Share on other sites More sharing options...
Ezard Posted August 4, 2013 Share Posted August 4, 2013 Don't know precisely who would handle the enemy AI, though. I assume host generates/manages, and clients only receive, react, and respond? I imagine that that's done on the host - if you think about it, then the AI code won't be hugely complex - Grineer - stand still and shoot you, Corpus - move around a bit and shoot you, Infested - run towards you (which will probably be done with some sort of pre-baked navigation mesh, or similar graph-based pathfinding which is also fairly efficient) And then the positions, rotations, and animation state of every enemy is synced over the network - unfortunately the Evolution Engine (the game engine they use) doesn't seem to support network prediction, hence why you see the enemies jump about (or "lag") when the host's/your own internet connection is dodgy Link to comment Share on other sites More sharing options...
Ezard Posted August 4, 2013 Share Posted August 4, 2013 Why? So in that sense, missions are pretty much client and server side to an extent. Thank you for your view =D If you treat the host as the server, then yes, it is a server-client relationship Link to comment Share on other sites More sharing options...
Niryco Posted August 4, 2013 Author Share Posted August 4, 2013 (edited) I imagine that that's done on the host - if you think about it, then the AI code won't be hugely complex - Grineer - stand still and shoot you, Corpus - move around a bit and shoot you, Infested - run towards you (which will probably be done with some sort of pre-baked navigation mesh, or similar graph-based pathfinding which is also fairly efficient) And then the positions, rotations, and animation state of every enemy is synced over the network - unfortunately the Evolution Engine (the game engine they use) doesn't seem to support network prediction, hence why you see the enemies jump about (or "lag") when the host's/your own internet connection is dodgy I hope DE can get network predictions in to reduce the lag issue. Also isn't most of the path-finding quite simple for mobs since they lack any general strategy but overwhelm the player? Not to mention other player posted that even when being surrounded by a horde of mobs, say ancients, even if you use invisibility and disappear with ash or loki, the mobs would still target the player (ancients) until out of sight. So i am guessing it is a very simple pathfinding. Edited August 4, 2013 by Jacate Link to comment Share on other sites More sharing options...
Ezard Posted August 4, 2013 Share Posted August 4, 2013 I hope DE can get network predictions in to reduce the lag issue. Also isn't most of the path-finding quite simple for mobs since they lack any general strategy but overwhelm the player? Not to mention other player posted that even when being surrounded by a horde of mobs, say ancients, even if you use invisibility and disappear with ash or loki, the mobs would still target the player (ancients) until out of sight. So i am guessing it is a very simple pathfinding. It might require modifications to the way the game engine handles networking, which won't happen quickly at all And I believe that being targeted whilst invisible is most probably a bug Link to comment Share on other sites More sharing options...
Niryco Posted August 4, 2013 Author Share Posted August 4, 2013 It might require modifications to the way the game engine handles networking, which won't happen quickly at all And I believe that being targeted whilst invisible is most probably a bug Could be a bug, but just saying the targeting system and path finding doesn't seem to be very "smart" Link to comment Share on other sites More sharing options...
Ezard Posted August 4, 2013 Share Posted August 4, 2013 Could be a bug, but just saying the targeting system and path finding doesn't seem to be very "smart" Agreed - their AI needs a huge overhaul It's not bad, it get's the job done, but it's far from intelligent or likelike Link to comment Share on other sites More sharing options...
Shion963 Posted August 4, 2013 Share Posted August 4, 2013 I imagine that that's done on the host - if you think about it, then the AI code won't be hugely complex - Grineer - stand still and shoot you, Corpus - move around a bit and shoot you, Infested - run towards you (which will probably be done with some sort of pre-baked navigation mesh, or similar graph-based pathfinding which is also fairly efficient) And then the positions, rotations, and animation state of every enemy is synced over the network - unfortunately the Evolution Engine (the game engine they use) doesn't seem to support network prediction, hence why you see the enemies jump about (or "lag") when the host's/your own internet connection is dodgy This would totally explain why MOAs run straight past us, pause and look aroun before they start shooting. They literally follow their set paths, no matter if the player has already moved away, and only queries the players whereabouts at the end of the path. I guess having the AI query our position more often would make for a more 'believable' reactions, but would also mean an increase in data traffic between host-client. Link to comment Share on other sites More sharing options...
Niryco Posted August 4, 2013 Author Share Posted August 4, 2013 This would totally explain why MOAs run straight past us, pause and look aroun before they start shooting. They literally follow their set paths, no matter if the player has already moved away, and only queries the players whereabouts at the end of the path. I guess having the AI query our position more often would make for a more 'believable' reactions, but would also mean an increase in data traffic between host-client. There are grineers that do this too. Even those normal engineers for the corpus. I think their scripts are all the same and they only query more often when there is less of them around. Link to comment Share on other sites More sharing options...
Ezard Posted August 4, 2013 Share Posted August 4, 2013 I guess having the AI query our position more often would make for a more 'believable' reactions, but would also mean an increase in data traffic between host-client. It wouldn't increase data traffic at all - it'd only increase the processing that the host needed to do And I highly doubt that enemies wait until the end of their movement before building a new path - it's just that it'll only be calculated every second or 2 to keep the framerate up There are grineers that do this too. Even those normal engineers for the corpus. I think their scripts are all the same and they only query more often when there is less of them around. Their scripts are similar, but different too I imagine they build paths at the same rate regardless of how many of them there are Link to comment Share on other sites More sharing options...
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