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 > This is exactly what I asked peterm to do, but he said it was impossible. > I think the problem is it is impossible to keep track of what is on top > constantly, infact it would be almost as much work, and the server would > still have to calculate where all the spells were going. > > dnh > > On Thu, 12 Apr 2001, Philipp Currlin wrote: > > > Hello > > > > > > I know only small changes should be made now, however I think gameplay > > got _slower_ since Mark reduced the time for updates of tiles. > > Now even one dragon can be enough to make me stop moving for one second. > > For me it is still possible to play, but sometimes it can really reduce > > the fun of it. > > > > My suggestion is to reduce the amount of spells shown per tile. I don't > > think we really need to show poison cloud and icestorm ten times on > > every tile on the screen when you are fighting a chinese dragon. If it > > is shown once you still see what is going on but your connection will be > > a lot faster. > > What I mean is to keep the monsters casting their spells and the damage > > should be calculated the same way as before but the client shouldn't be > > allowed to show each spell more than once. > > > > It is a big change of the code but I would agree to hold off with 1.0 if > > we could reduce the dataflow by more than 50% that way. > > > > > > Phil > > > > PS: I hope you know what I mean, I don't really know how to explain it. > > > > _______________________________________________ > > crossfire-devel mailing list > > crossfire-devel at lists.real-time.com > > https://mailman.real-time.com/mailman/listinfo/crossfire-devel > > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel