> 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