[crossfire] Face "overlays"
Nicolas Weeger
nicolas.weeger at laposte.net
Sat Jul 16 03:45:57 CDT 2011
> Ah - so it sounds like you are looking at one of these 2 possibilites:
<snip>
Correct :)
> My gut instinct is that #2 would actually be easier. For #1, I think it
> may require potentially more protocol changes (there may be issues with
> number of layers, so some extension for that, and the map send code would
> have to look at the object and see if that given object has overlays that
> need to get sent, look those up) - I'm just not sure how efficient that
> would be.
#2 seems nice too, but this also means there will be a need for many
"temporary" images.
Imagine the player with a basic armor, and the associated overlay. There will
be 4 (for most races) directions * 3 pictures (for most animations) so 12
composite images.
Now the player casts a spell - that's another animation, so 4*3 pictures
again.
So I'm wondering how many pictures that will imply at total...
One way would be for the server to find all "action-related" animations (so
"player_fenx_spellcasting" and friends) and for each regenerate temporary
faces for any face. That could mean 200 faces for a player. Maybe not that a
big evil deal...
Also it seems the server will need to send faces updates at almost each
equipment change. Probably not that a big deal either, but still.
For clients not having this support, the fallback would be simply to send the
regular player face, imo.
Regards
Nicolas
--
Mon p'tit coin du web - http://nicolas.weeger.org
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