[CF-Devel] reduction of data when casting spells
dnh
dnh at hawthorn.csse.monash.edu.au
Fri Apr 13 21:11:08 CDT 2001
On Fri, 13 Apr 2001, Peter Mardahl wrote:
>
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.
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>
What I thought we discussed was merging, on the server, the various
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spells.
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>
PeterM
>
Umm, what I meant was that we just don't display all the information of
the client in the hopes of less work on the server.
dnh
>
>
> 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
>
> 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
>
> >
>
> >
>
> > 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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> >
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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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> >
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> >
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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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> >
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> >
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>
> >
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>
>
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