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So a roundtrip to another planet and back results in at least one death.
Why are gateways even there? They kill you, takes longer than a rocket and you can only carry t1 stuff.
Ugh. They're not SUPPOSED to kill us and my friends are not having the same issue I'm having, but they have to just watch me die each time I try it....
It may not be the same experience that everyone else has had, but I noticed that I would consistently die after teleporting if I moved at all in the first 5-10s after teleport. And typically I'd die on a spot where an object (like a rover in the activated gateway area or one of the 3 energy-intake jacks that disappear after activation) would subsequently pop into existence. Objects I placed would pop in and then stay. Gateway jacks would pop up and then back into hidden/activated mode.
I have a hypothesis that these deaths are due to a conflict b/w player position and collidable objects due to the order in which the game loads visuals.
1. The client (player's game application) reports the player teleporting from Node 1 -> Node 2
2. Client shows player animation of teleport, appearing at Node 2, with all terrain and gateway objects loading as they were before any player deformation or interaction. Player begins moving.
3. Server gets report that player has teleported to Node 2, sends Client updated terrain deformation and gateway state for that visual area.
4. Client receives Server update for terrain and gateway state, does collision detection before loading visuals or deconflicting player position and determines that the player is trapped in an undeformable object, causing player death.
5. Client shows player death animation, THEN loads terrain and gateway visuals as updated from the server.
I've not had this issue in singleplayer mode.
When I play co-op MP, the owner of the world does not have this issue, but people that join their game do.
On a dedicated server, ALL players have this issue periodically.
This tells me that the issue lies in how the server and client are communicating object positioning.
I've made a lot of assumptions, i know. But this is a problem that other games have fixed for ages in ways like:
- Prevent player movement until Client receives a go-ahead from the Server that object positioning is synced. Often solved via a longer loading screen.
- Allow player movement before Server sync, but correct it Client-side in the event of a conflict. Appears as the jarring visual rewind mentioned above.
When he came back I watched him then ran straight into where the platforms were (because they weren't there for him) and I watched his body get bounced around inside one until he died. I think this might be what's happening, maybe make sure to not walk where the platforms used to be as a work around and run out the sides?
It's super annoying as we've both been dying on different planets. We *think* it is then fixed after a server reset but cannot confirm.