Chickynoid, server authoritative character replacement

Er, steady on there. They invested in this project so it wouldn’t have happened if they didn’t!

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i’m currently having an issue where giant parts take an absurd amount of memory; i currently use a 1536x128x1536 part as a baseplate but it takes up roughly 13mb of vector data on both the server and client for some reason and even making it 1536x16x1536 or something still takes up about 3.4mb

edit: increasing fatGridSize in CollisionModule heavily reduced memory usage to a few kb but i feel like this’ll have problems elsewhere

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Is there any way to make Chickynoid easier to integrate? The only thing keeping me, and various others from using it in our own games. The structure is too complex to work with. If it was more flexible and allowed different code structures, like a framework, it would be more widely used.

(I have followed this project very closely for years)

I think Chickynoid does allow for different code structures or a framework. You don’t have to do everything through Chickynoid. Yes, player movement, and weapons need to be handled partially or fully by Chickynoid, but pretty much anything else you can handle however you want to.

What are you specifically struggling with? Keep in mind that you don’t have to use a large chunk of the base project if it doesn’t suit your needs or isn’t implemented how you like.

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I did a little bit of research on what sweeping the player meant, And I discovered what a swept collision was, it basically prevents objects from clipping after calculating their new position, since it calculates their whole trajectory instead.

So as a cool experiment to showcase the coolness of chickynoid, I pushed myself with a velocity of 100,000 through a jump pad, into a ceiling that’s 0.125 studs thin, and would you look at that, I did not clip through!
image

Very good physics engine.

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The real answer to the question isn’t chickynoid sadly, authoritative framework must be done at the roblox’s engine side with just a single switch of a boolean value. What is done there is pretty good, rep to easy.gg team and to the author of the chickynoid, but honestly it’s just that what you can achieve without access to the engine side (not much, in terms of performance and compatibility, even though it seems not bad in the current state). I hope one day there will be possibility to have 500+ players with authoritative movement.

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roblox humanoids run horribly on 100 player servers and their physics aren’t even calculated by the server, yet somehow chickynoids runs way faster with 100 players.

Humanoids are just horrible, and I don’t think I can ever go back to using them.

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That’s actually reassuring. I’m yet to make ~200+ players game and I thought that humanoid can handle that. I suppose you’re pretty good at chickynoid (cus I’ve seen your replies a lot of times in this thread), can you give me advice(s) how to minimize use of server resources? I only need x,y,z movement without jump / physics, so I’ve thought there’s a way to do that.

im not that good with chickynoid tbh, i still don’t understand it to it’s full extent, but regardless.

Use a MoveType to script your movement, you can ready the MoveTypeWalking script to read how the default chickynoid scripts work (on new version this code is found as method in the Simulation Class script)

esentially you just read the cmd and simulation and create your own character controller, you calculate the velocity your character gets pushed on, and use ProjectVelocity to step the simulation foward.

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Do other players replicate to the local player when it is not able to see them through a wall or are behind it to prevent esp and save performance?

Is there a first person type of movement system for this?

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There is currently only a system which hides (stops replication) other players based on distance but you could change that to work with walls if you wanted to relatively easily

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I tried to break down the sample place to its basics, but I could not understand its structure, so it wasn’t of great help.

I’m trying to add chickynoid to my game, but if someone could explain what code goes where, and what workflow is in place to add a movement/combat feature… I could work with it.

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Quick question @MrChickenRocket, what does the state.pushing property or flag on the simulation class do, I saw it being used by some MoveType scripts but couldn’t really understand it’s purpose.

I did noticed it’s apparently a server only flag?
image

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redundant code. Was for when you were pushing physics parts around, but I dont think that made it to production.

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Bug: when you’re walking down a steep slope sideways, you can phase through ground if it’s thin enough.

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I had this happen to me on chickynoid 1.0, Didn’t know it was still present on 2.0, another funny bug is if you remove the jump cooldown and hold jump next to a wall, you just get stuck and never leave the ground for some reason, although this one is an easy fix just make the jump cooldown really small. (0.001)

Is it possible to change character size of an individual player during gameplay?

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Via default settings no, but I saw someone make a fork on this thread that did that, so maybe it is possible with some tinkering.

if you are talking about just the character model size, and not the actual hitbox, then maybe you could just replicate that with standard remote events.

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im specifically wanting to change the hitbox size when crouching, I’ve found a hacky way to make it kinda work but was checking to see if there’s a proper way.

May I ask how did you do this? I am interested.