I beg of you guys to crack open the blocking code before working on fixes for a new clean protocol for the client. Or at least plan for changes. Blocking right now is a huge handicap for both skill creation and map making. A simple blocking system that allows for flying over stuff (including missiles and spells), swimming/sailing, mountain climbing and other types of movement would be so very useful. Being able to use a bitmask comparison instead of a simple blocked flag for blocking movement may be the sort of thing to consider? Also once you decide what is 'fixed' map info you will be cutting down on the stuff that is possible to do. Handle with care. On Mon, 2004-02-09 at 13:52, tchize wrote: > 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' > > _______________________________________________ > 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 _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel