[CF-Devel] reduction of data when casting spells
Peter Mardahl
peterm at alfven.EECS.Berkeley.EDU
Fri Apr 13 03:20:07 CDT 2001
Er, if this is *exactly* what you asked me to do, then I misunderstood you.
What he's talking about is not SENDING everything to the client.
What I thought we discussed was merging, on the server, the various
spells.
PeterM
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This is exactly what I asked peterm to do, but he said it was impossible.
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I think the problem is it is impossible to keep track of what is on top
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constantly, infact it would be almost as much work, and the server would
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still have to calculate where all the spells were going.
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dnh
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On Thu, 12 Apr 2001, Philipp Currlin wrote:
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> Hello
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> I know only small changes should be made now, however I think gameplay
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> got _slower_ since Mark reduced the time for updates of tiles.
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> Now even one dragon can be enough to make me stop moving for one second.
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> For me it is still possible to play, but sometimes it can really reduce
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> the fun of it.
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> My suggestion is to reduce the amount of spells shown per tile. I don't
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> think we really need to show poison cloud and icestorm ten times on
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> every tile on the screen when you are fighting a chinese dragon. If it
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> is shown once you still see what is going on but your connection will be
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> a lot faster.
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> What I mean is to keep the monsters casting their spells and the damage
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> should be calculated the same way as before but the client shouldn't be
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> allowed to show each spell more than once.
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> It is a big change of the code but I would agree to hold off with 1.0 if
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> we could reduce the dataflow by more than 50% that way.
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> Phil
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> PS: I hope you know what I mean, I don't really know how to explain it.
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