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Gibbing out of nowhere

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Sh4d0w
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Gibbing out of nowhere

Post by Sh4d0w » Sat Jun 09, 2018 8:12 am

This situation happened yesterday while playing on Mulefire's server. We were playing on Hazardous and I had a 2 v 1 situation.
Here's a screen to give you some little imagination to reenact the whole thing.
Image
So, the enemies were behind me and I had no chance in a melee fight. What I've decided is to dive into the platform. Normally, failing a dive would result into falling into acid and gibbing. From what I've seen, I landed on the platform. You would think that everything would be normal and I could come up with a plan to get out from this situation (maybe not, because of the time limit). But what happened was getting gibbed from unknown causes. There were no objects which allowed to gib a player (except for the crate, but I was standing on it). So what was it?

Just to make sure, my ping was low (as far as I remember, it was below 100), so I didn't get any lag spikes during this round.
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Rick Sanchez
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Post by Rick Sanchez » Sat Jun 09, 2018 8:21 am

Engines fault.
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Gurt
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Post by Gurt » Sat Jun 09, 2018 12:41 pm

The server is always the master. On the server, maybe due to a latency/ping/lag-spike on the host's end, you dived into the acid as the platform where somewhere else which the server noticed and gibbed you. You might have seen yourself land on the platform. This is pretty common when the client-side prediction fails due to small variations in latency, fps and box2D simulation. The engine is not deterministic which in the core is problematic and nothing we can fix.
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Gurt

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Sh4d0w
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Age: 16

Post by Sh4d0w » Sat Jun 09, 2018 1:18 pm

Gurt wrote:
Sat Jun 09, 2018 12:41 pm
The server is always the master. On the server, maybe due to a latency/ping/lag-spike on the host's end, you dived into the acid as the platform where somewhere else which the server noticed and gibbed you. You might have seen yourself land on the platform. This is pretty common when the client-side prediction fails due to small variations in latency, fps and box2D simulation. The engine is not deterministic which in the core is problematic and nothing we can fix.
I see. Thanks for help.
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