[CF-Devel] Tileset server
Pertti Karppinen (OH6KTR)
pjka at cc.jyu.fi
Tue Mar 13 03:08:29 CST 2001
On Mon, Mar 12, 2001 at 11:37:22PM -0800, Mark Wedel wrote:
>
Sebastien Bracquemont wrote:
>
>
> A good thing i think is to have a "tile server" , separated from the game
>
> server (in a logical way).
>
>
>
> Clients could connect to the "tile server" to update their tilesets.
>
> This server could be accessed by the artists to add their tiles.
>
>
this has been discussed before, but still has these problems:
>
1) If the tileserver is down, the game may very well be unplayable (need the
>
images to play).
Default fallback support in the client, showing ? icons for newly added
tiles, that were not in the original faalback set.
>
2) If there is one tile server per real server, thus just makes a more
>
complicated setup (two programs to run/restart if images are added (as
>
presumably, if image are added, new archs were added, which means the real
>
server would need to get restarted also). So in this case, nothing is really
>
gained, except more complication.
I agree. But we need to have some way of requesting the fill of cache
beforastarting to play. It's pretty frustrating to enter an area, meet a
completely new monster, nicely represented by '?' tiles, and die before ever
seeing the monster.
This implies some changes to server. I don't know how the current system
works, but if the speed of server is related to connection speed of the
player with the worst round-trip-time, the tile serving has to be split up,
so one player requesting cache fill won't comatoze the server.
--
BSc. Pertti Karppinen <
pjka at iki.fi
> |'Bridge Players |
Systems Designer, University of Jyvaskyla, Finland | Do |
http://www.iki.fi/~pjka/
| Office : +358 14 260 2088 | It |
HAM: OH6KTR QTH: KP22UF | Cellular: +358 40 564 0786 | on the Table' |
More information about the crossfire
mailing list