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The absolutely really biggest problem of this game

Posted:
Sat Jun 29, 2013 13:24
by lamefun
Blocks re-appearing when dug and disappearing then placed and not disappearing/reappearing again, even on mildly lagged servers. I don't think there's such a big packet loss, why does this happen?

Posted:
Sat Jun 29, 2013 13:47
by PilzAdam
It could be possible that the anit-cheat protection is broken.

Posted:
Sat Jun 29, 2013 13:49
by lamefun
Someone told me that it's a design decision about how to deal with server<->client de-synchronization. Is this correct?

Posted:
Sat Jun 29, 2013 13:51
by Inocudom
lamefun wrote:Someone told me that it's a design decision about how to deal with server<->client de-synchronization. Is this correct?
If that is correct, then that means the issue will never be fixed.

Posted:
Sat Jun 29, 2013 13:53
by lamefun
PilzAdam wrote:It could be possible that the anit-cheat protection is broken.
It also happens sometimes even if I stay in one place and dig.
Inocudom wrote:If that is correct, then that means the issue will never be fixed.
Why not?

Posted:
Thu Jul 04, 2013 03:39
by BrunoMine
I feel that just burrows into the wound in minetest. And it is a reality too bad.

Posted:
Thu Jul 04, 2013 17:10
by BrunoMine
I believe!
In many bugs occur inventory unbearable!
Perhaps the best way to solve this is ...
The player has his own world when away from another player.
Every 5 minutes, the server updates the worlds.
The server should always ask for a justification for collecting items.
These are simple measures that I propose ....

Posted:
Fri Jul 05, 2013 21:02
by tinoesroho
... I used to have lag, bad lag. I disabled anti_cheat- if somebody's a cheater on my local LAN, I can physically smack them. Or ban them. Or both. I wound up using some neat settings to reduce the lag, generate a larger world faster, and generally be more responsive.
Engine "ran" less laggy in the 0.4-dev0122-2 days, though. After I disabled spawning of mobs, recompiled, it consistently gets higher FPS and communicates with clients faster. Not sure about the update where the "groups" were introduced. If only I could marry 0.4.x's landgen with 0.4-dev's responsiveness...