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Posted

I'm making my private server for me and my cousin to play but I am having issues right now with crossing the bridge in twin city on the way to terato shrine it keeps rubber banding and it would not let me cross. What is typically the problem with this is this a server side issue or client side

Posted

Maybe both.

Whatever source you're using is performing some kind of sanity check around the positions, but seems like however you've loaded map isn't updating valid walkable areas according to scene objects layered over the top. 

Posted
On 5/4/2026 at 10:29 PM, amelid said:

I'm making my private server for me and my cousin to play but I am having issues right now with crossing the bridge in twin city on the way to terato shrine it keeps rubber banding and it would not let me cross. What is typically the problem with this is this a server side issue or client side

Some parts of the maps (bridges in TC/PC/AC, floating rocks in Birth/Dreamland, etc) have their own collision data that's separate from the DMap. It's the layers described as "Cover Layers" in here. You can find them in the Scene and ScenePart folders of the map directory. The server will need to parse copies of them along side the DMaps to have accurate collision.

Posted
On 5/8/2026 at 11:58 AM, Munsie said:

Some parts of the maps (bridges in TC/PC/AC, floating rocks in Birth/Dreamland, etc) have their own collision data that's separate from the DMap. It's the layers described as "Cover Layers" in here. You can find them in the Scene and ScenePart folders of the map directory. The server will need to parse copies of them along side the DMaps to have accurate collision.

This is pretty spot on, and likely what's going on. Whenever you see rubber banding it's a mismatch between the server and the client. Client believes the coordinates are accessible because of it's own local copy of the DMap, Scene, Puzzle, and Terrain files which make up the games landscape validate the target location as good, but the server doesn't match up.

In short:

  • The client will play the animation since it believes it's accurate
  • Near instantly the walk packet is sent
  • The server receives the packet and invalidated the move
  • Lastly the player coordinates server side remain the same and walk confirmation is never sent to the client.
  • Therein, rubber banding into place.

I've seen this with TinyMap since it doesn't load Scene's or Terrains into the server's map instance. 

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