[CF-Devel] new run and fire mode (and throw mode) - read this

Michael Toennies mtx93 at tzi.de
Tue Dec 5 13:37:05 CST 2000


>
     
       Pretty much all you describe is client issues.
     
     Well, no. :)

I want make it to a client issue, but at the moment, its on server side.
Of course you must track it on client side too, but for the run mode, its
set on server side. 'run', 'fire', 'run_stop' and 'fire_stop' are commands
who
are not needed, if you put the run/fire managment to the client. I will
describe
downwards how you can avoid them, kick the fire and run mode, integrate the
throw
command like the fire command and remove a rod/bow glitch.

Look at the cast command. What it is doing? In fact, it TELLS the server to
simply ready the spell
for use for fire command. Same here: it does NOTHING on client side. Its
only use is it, to tell
the server the readied spell for a following fire command mode!

>
     
       Note that run mode is no different than normal movement, except
     
     >
     
      for the 'keep
     
     >
     
      moving in direction x until I get a new direction or a run_stop'.
     
     >
     
       Once again,
     
     >
     
      this was a performance issue.
     
     
It is different, because the server sets himself in run mode for every run
he gets
which you must explicit end with a run_stop. So, like i say above, the run
mode is
server side, not client side at the moment.

>
     
       The problem is syncrhonization issue.  If the player speed is
     
     >
     
      0.5, you end up
     
     >
     
      sending a fair number of commands a head of the client, so after you stop
     
     >
     
      pressing that key, the client may have sent 10 movement to the
     
     >
     
      server that have
     
     >
     
      yet to be processed.
     
     
Yes, thats the point, i will not change it. read downwards.


Ok, i work a lot the last days with the client and run/fire and i find some
glitches and
as i think about it i find out, that the 'run', 'fire', and the stops for it
are unnecessary
commands who can be skipped.

Also, the throw command is "not very often used" in the game. :)
Truth: NO one really use throwing potions or someting else in fight.

I want change it.

Also, there is a glitch in bow/rod use but also with spells. The bad point
is the way, the RANGE works.
In case of rod / bow it is confusing you can apply both, but ready only one
for RANGE, the last one.

Ok, the prinzip is clear, but i dont like it!

If you apply a bow, then you should use it and only it, when you FIRE a
range weapon because you have applied it!
Same for a rod. How often you fight with a bow, then you use a rod of
perceive.
Then a bad monster comes. You know what happens? Right, you try to fire your
bow, but wait, your rod
of perceive is aktive and tells you, that you are dead. :)

This or nearly same one happens often to me or others.

What i want is:

1. Make crossfire more popular
2. remove 'run' and 'run_stop, 'fire' and 'fire_stop' and the fire/run mode
of the server
   (read downwards: remove means only the mode, NOT the way the run/fire
works)
3. Use of the throw command same like fire command
4. remove rod/bow as both can be applied at the same moment.
5. Remove the CAST command (hehe, not really, but you should use ready
instead)
   (also, a new interface for cast/ready a spell)

For all which stays braindead now: no Issue will really change the way the
game works, it will
simply put the managment to the client, remove some confusing points and
make things easier to
understand (for newbies) and better to handle (for us programmer in the
future).

I will make for every point a single thread/mail.

MichToen


    
    


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