Oh NightHawk i was wondering about the 2.0 synk issue.
is there anyway to convert the Servers to the nexus itself
because if someone is hosting a server we have to go threw that. would that fix the ping at all?
i figured if that happened then the graphics in the client and dat files would double but then again im not a programer.
The remaining sync issue is caused when a servers player ID and a client player ID doesn't match after alot of spawning. Imagine this. On the server side, two clients spawn at the same time. Robot A spawns with ID100, Robot B spawns with ID251. The client knows two have spawned, and does the same. Execpt since the spawn were exactly the same, somethings things get mixed up. Robot A spawns with ID251, and Robot B spawns with ID251. Now the issue is syncing will start failing here of course because there ID's are swapped.
So when server wants Robot A to dock, and lets the clients know that Robot A with ID100 (on server side), client side will check for ID251, and fail since its not the same.
The change is using a UNIQUE GUID and sending that. so Player A always has an the same ID and its updated whenever needed. thus when you have to do something to a certain ship, you do a GUID SEARCH first for that ID rather then presuming that Robot A will always have ID XXXX. Sorry if it's confusing. Nexus changes wouldn't help here anyways. The only thing the nexus does is preserve scores.
The coding is still a mess, but its far better then what it was in 1.2. It's getting there, but still needs alot of work. Now that I'm completed most of the gunfire, I can go to fixing all messages to use GUID, and it 'should' hopefully stay in sync without having to use F9.
An interesting thing to note is Brent added a feature to have the client try to 'catchup' with the server if it falls behind, without having to F9.
And as of now, in 2.0, power damage and hull damage are synced up always, or at least should be. This should allow proper deaths, anyways.