[CF-Devel] Combat animations/sound

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Mon Feb 9 08:07:03 CST 2004


That's why 'mostly fixed' should be choosen with care.
Nothing. Also note that client already knows more than player (aka disable darkness code an see better. i know complete dark is not send but nearly complete dark is alaos difficult to see). The main idea is to prevent sending map info to client if they are the same as in released maps.

-----Original Message-----
From: Nicolas Weeger <
     
     nicolas.weeger at laposte.net
     
     >
To: 
     
     crossfire-devel at lists.real-time.com
     
     
Date: Mon, 09 Feb 2004 14:07:11 +0100
Subject: Re: [CF-Devel] Combat animations/sound

tchize a écrit :

(snipped most parts out)

>
     
      The mostly fixed part of map would be send to client only one time. This would includes additionnal info like blocked squares (so client can precalculate moves, and make things look softer). Changes to this part of map (which may happen from time to time) will trigger a patch event from server to client so map are against in sync. I am thinking about using a big picture for the map background/buildings/Walls(so mapmakers could design a map made of something else than squares)
     
     
The thing, though, is that client mustn't know more than player should. 
Because all sources are available.
If you send all fixed info once and for all, any hacking player will be 
able to see this fixed part from the beginning, thus having more info 
than s/he should. So they only way is to send only what the player can 
see, nothing more.

Making client handle animations is an obvious simplification, and would 
even let clients disable'em if they are too heavy on their computer :)

Nicolas 'Ryo'

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