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hfacktor
- Posts: 179
- Joined: Sun Jun 27, 2010 4:46 am
Re: Display FEPs on mouseover
Purely cosmetic tiling options are obviously more deserving of development time.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Display FEPs on mouseover
Well... it's not that it couldn't be done, but the whole tooltip would have to be transfered as text for each item, so transferring a whole cupboard full of food items with FEP-tips would require quite a bit of bandwidth.
I'm not sure just how I want to solve it. One way would be to compress that part of the protocol (it's part of a message stream that can be compressed meaningfully), but I'm not too sure how gzip syncing would handle the message boundaries; I'd have to examine that empirically. Otherwise, I'm considering doing some kind of "tooltip template" as a resource, which the server could simply specify and populate with numerical values. That alone would make the whole thing a lot better, bandwidth-wise (and it might be better for client modders as well, seeing how the information is represented in the abstract and could be used for other things than tooltip generation).
I'd like to do the same thing for a large range of other things as well, including for instance armor and weapons.
I'm not sure just how I want to solve it. One way would be to compress that part of the protocol (it's part of a message stream that can be compressed meaningfully), but I'm not too sure how gzip syncing would handle the message boundaries; I'd have to examine that empirically. Otherwise, I'm considering doing some kind of "tooltip template" as a resource, which the server could simply specify and populate with numerical values. That alone would make the whole thing a lot better, bandwidth-wise (and it might be better for client modders as well, seeing how the information is represented in the abstract and could be used for other things than tooltip generation).
I'd like to do the same thing for a large range of other things as well, including for instance armor and weapons.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Display FEPs on mouseover
You could save on bandwidth if the client calculated the FEPs. For tooltip purposes only, of course, actual FEPs that go on the sheet are still calculated on the server. But I guess this isn't a very reusable solution.
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Tacheron
- Posts: 837
- Joined: Fri Apr 16, 2010 12:11 pm
Re: Display FEPs on mouseover
While I was reading this, an older suggestion that I think is more urgent popped to mind and since you didn't reply there, Loftar, I'd like to hear your opinion on that one (it's about showing quality on tools such as smelters, kilns etc.)
viewtopic.php?f=5&t=11810&start=10
viewtopic.php?f=5&t=11810&start=10
This is not a test of power
This is not a game to be lost or won
Let justice be done
This is not a game to be lost or won
Let justice be done
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Display FEPs on mouseover
Yes.Potjeh wrote:You could save on bandwidth if the client calculated the FEPs.
Isn't the information about what type of food and the q of it (which are already transfered) enough to calc the FEPs?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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DatOneGuy
- Posts: 5553
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- Location: I'm in Miami, trick.
Re: Display FEPs on mouseover
Would be nice to see on armor the quality without having to pick it up. I hate having to look at the AC to determine the quality when in market stands.
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notalbanian
- Posts: 95
- Joined: Wed Aug 18, 2010 3:25 pm
Re: Display FEPs on mouseover
Yeah, having armor show the HP, AC, and quality on the same line would be nice. Any reason you couldn't reuse the AC/HP-displaying code for FEPs?DatOneGuy wrote:Would be nice to see on armor the quality without having to pick it up. I hate having to look at the AC to determine the quality when in market stands.
aso11 wrote:Wait... grassland doesn't fly. Dude, you've been playing too much Minecraft.NaoWhut wrote:Our grasslands will block out the sun.
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Bantam_Gantum
- Posts: 24
- Joined: Thu Nov 11, 2010 1:22 am
Re: Display FEPs on mouseover
I just saw this and thought maybe I could contribute some sort of input here. Maybe you could have the server update, and during the next update/crash, you could input a piece of code(?) that already has every food(?) with it's quality from 1-through-200 or so pre-calculated. Then, when you hover over the item, the server looks through the "Item Cache" or whatever name you pick for it, for the required item/quality, and then a simple(?) matter of having the server load up the FEP/Quality/whatever and insert it into a little box-like picture. Maybe?
Thanks,
Ryan
Edit: A few errors
Thanks,
Ryan
Edit: A few errors
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Display FEPs on mouseover
Well... only if the client has a full list of the amount of FEPs each type of food gives. I'd prefer not to have to maintain that information in two places. (And the information on the server is not in a form that easily allows it to be automatically extracted, at least not universally.)Granger wrote:Isn't the information about what type of food and the q of it (which are already transfered) enough to calc the FEPs?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Display FEPs on mouseover
"Object-oriented design would be your friend for solving this problem" -- Grangerloftar wrote:Well... only if the client has a full list of the amount of FEPs each type of food gives. I'd prefer not to have to maintain that information in two places. (And the information on the server is not in a form that easily allows it to be automatically extracted, at least not universally.)Granger wrote:Isn't the information about what type of food and the q of it (which are already transfered) enough to calc the FEPs?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
