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Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 22 Jun 2017, 04:34
by Algo
Blacky wrote:Everytime on facebook when I see someone wanting tennis game or comments on some tennis games, I send them a message about elbow :applause: :applause:

This is how I remembered to check what is going on with TE now, saw some sponsored post of some "shitty" (not even barely comparable to TE) facebook tennis game...

Now, again, Im spending hours on checking results in my post history :applause:

BTW nice to see you too, maybe we meet again one day on TE courts, not for now though :wink:

Same tbh, spamming whenever this new AAA game gets advertised telling people about the game :whistle:

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 22 Jun 2017, 11:52
by Stajus
Blacky & Algo,

If you watched Roland Garros on Eurosport you might have noticed a tennis game called "Tennis Mania" being advertised regularly.
It is terrible, check it out on Youtube and laugh :lol:

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 26 Jun 2017, 20:00
by inseedious
Is there any plan to use dedicated servers for online playing? From my 5 years experience with TE, I can say that people with high latency have an unfair advantage over people used to play smooth matches without many turtles and/or high delays.
Dedicated servers would solve a great part of this problem, putting laggers on a deserved disadvantage.

As concerns people living far from Europe, where almost all matches are hosted, having many servers around the world could help players who are far from each other find a "midway".

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 27 Jun 2017, 07:31
by manutoo
inseedious,
a real server/client infrastructure instead of the current P2P one would double the latency, and thus people lagging now (eg: 200ms ping, 117ms latency) would then not be able to play anymore (eg: they'd get instead a 200ms latency, equal to the ping or slightly above).

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 27 Jun 2017, 12:28
by inseedious
manutoo wrote:inseedious,
a real server/client infrastructure instead of the current P2P one would double the latency, and thus people lagging now (eg: 200ms ping, 117ms latency) would then not be able to play anymore (eg: they'd get instead a 200ms latency, equal to the ping or slightly above).


I'm not expert at all about this, but I think that a server would double/sum up the lag only if it is "on the other side" compared to both players. I'll explain it with an example:
- if player A, player B and Server are in the following locations (A-->B-->S), of course every packet from A should reach S and then come back from S to B, so the effective latency would indeed increase;
- if the locations are the following (A-->S<--B), instead, there won't be any additional delay.

Of course, there are many factors which will increase latency, among which:
- the fact itself that every packet must pass through an additional point in its route;
- A, B and S will never be alligned as they were on a straight line, so the path A-->S-->B will always be longer than A-->B, even though it won't mean a latency doubling, assuming servers are well dislocated;
- latency is not a linear function of the distance between a player and the server, as it also depends on many other factors.

Finally, I'll show a practical example. Player A and Player B are both from Italy, and their ping to TE server located in France is, respectively, 100ms and 300ms.
If the match is "run" by a dedicated server, Player B would be penalized for having a higher latency than A, seeing the ball later and thus needing a shorter reaction time. Moreover, if B has a "turtle", the match would still go on, so he would probably miss the ball.
With the current P2P system, let's say A and B would have a 250ms ping, so they are setting a 167ms delay. In this case, B, "thanks" to his connection problems, would play under conditions he's used to, since he lags in all his matches. A, instead, being used to a 117ms delay, would have a hard time adapting to the quicker aim and the smaller error margin, especially on tricky shots like volleys.

I hope all was clear, and I'm sorry about any misconception of how dedicated servers and P2P work.

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 28 Jun 2017, 10:40
by manutoo
inseedious,
I'm only talking about network game technology : client/server vs P2P parallelism (P2Pp).

In client/server, there's a server where the game engine is running and each client has a latency equal to his ping to the server ; in P2Pp, the game engine is running on each PC and the latency is approximately half of the ping between the 2 PCs.

On top of that, TE2013 has a prediction engine that works well enough for the distant player, and it would work less well (or possibly very badly or not all) in a client/server setup ; ie: you'd see your opponent position with a bigger delay than with P2Pp.

Consideration about the exact configuration of where are the players & the server are secondary to the 2 issues above. :blackeye:

Note: I use the term P2Pp, because it's also possible to do a double client/server setup in P2P, where each PC is the server of his own player, the client of the player of the other PC, and constantly swap server role for the handling of the ball (and it could have also additional ways to handle that).

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 28 Jun 2017, 17:48
by polakis
Manoo when will we have a video teaser for te4? How many months from today?

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 29 Jun 2017, 07:20
by manutoo
polakis,
no idea about any delay for now, but I will likely not do a teaser video... :)

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 06 Jul 2017, 15:25
by GuestGuest
Hi Manu, a few questions about clay.

- Will we have a real slide feeling, with dedicated animations? TE2013 players feel like running on a soap visually sometimes, especially running backwards or forwards
- Will the clay 3D texture be able to show the ball marks? Or at least be visually more "sandy" or dynamic?

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 07 Jul 2017, 08:42
by manutoo
GuestGuest,
both are uncertain at this point ; decent slide anim might be very hard to produce or create by myself.
For the clay, it's more likely, but maybe not for release (ie: it'll be when I do new features from requests :) )

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 18 Jul 2017, 01:46
by grafix
is totally discarded the possibility of Hawk Eye at TE4?

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 18 Jul 2017, 08:25
by manutoo
grafix,
read 1st post of this topic.

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 18 Jul 2017, 17:01
by polakis
manutoo wrote:GuestGuest,
both are uncertain at this point ; decent slide anim might be very hard to produce or create by myself.
For the clay, it's more likely, but maybe not for release (ie: it'll be when I do new features from requests :) )


Please reconsider about sliding animation and back running animation.

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 28 Jul 2017, 19:11
by zygops
I can not wait to see what TEM2 and (TE4) will look like. I will make a series of it eventually when it will be released! :-) Will the game come out first on the site or it will also be on Steam at the beginning?

Re: Previsional "Tennis Elbow 4" Planning

PostPosted: 28 Jul 2017, 23:05
by Guest
manutoo wrote:grafix,
read 1st post of this topic.

What do you mean with "twist"?

Is it a IN/OUT system without bounce replay?.

One of the few things i dislike from TE2013 is that if the ball bounces near to player, it goes out almost always (except some dropshots).

Also, is very rare to make a unforced error during a rally.