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Onep
- Posts: 2530
- Joined: Sat Nov 02, 2013 8:59 pm
- Location: Walwus
Re: Client performance rant
Nice work fellas! Sort out those programmomancy problems!
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”
An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”
An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
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Gray
- Posts: 399
- Joined: Mon Jan 25, 2010 1:53 pm
Re: Client performance rant
If the problem is in the cattle, just add barns and stables first.
Since they are in another instance the animals wont hurt fps.
Also, as much as it pains me to say this, I suspect people with shitty PCs are a bit of this game's niche.
Even more so with the old H&H.
Since they are in another instance the animals wont hurt fps.
Also, as much as it pains me to say this, I suspect people with shitty PCs are a bit of this game's niche.
Even more so with the old H&H.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Client performance rant
Which would just move the problem to the future, as IIRC here is the goal of house interiours being in the same world as the world (instead of being a pocket dimension as of now).Gray wrote:If the problem is in the cattle, just add barns and stables first.
Since they are in another instance the animals wont hurt fps.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Gray
- Posts: 399
- Joined: Mon Jan 25, 2010 1:53 pm
Re: Client performance rant
That would be sweet, although I hope we cant see inside a house, unless using the windows or something. Barns and stables would still be worth adding regardless.
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loftar
- Posts: 9093
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Client performance rant
While that is true, I would like to make that so that the interior of houses are hidden until entering them either way. It's nice to be able to hide stuff.Granger wrote:IIRC here is the goal of house interiours being in the same world as the world (instead of being a pocket dimension as of now).
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Gray
- Posts: 399
- Joined: Mon Jan 25, 2010 1:53 pm
Re: Client performance rant
What about seing whats behind walls? Or even behind other tall objects such as trees?
I wonder how the game would be like if it had a field of vision working like this:
https://www.youtube.com/watch?v=0OXvIj8l5Sk
I presume it would be impossible to code due to prevalence of custom clients and im not even sure it would be fun, unless you had movement sounds for all creatures.
I wonder how the game would be like if it had a field of vision working like this:
https://www.youtube.com/watch?v=0OXvIj8l5Sk
I presume it would be impossible to code due to prevalence of custom clients and im not even sure it would be fun, unless you had movement sounds for all creatures.
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Client performance rant
Its not impossible to code, probably. Only send client things that server wants it to see and something similar to Dwarf Fortress adventure mode could be accomplished.Gray wrote:What about seing whats behind walls? Or even behind other tall objects such as trees?
I wonder how the game would be like if it had a field of vision working like this:
https://www.youtube.com/watch?v=0OXvIj8l5Sk
I presume it would be impossible to code due to prevalence of custom clients and im not even sure it would be fun, unless you had movement sounds for all creatures.
Performance is more of an issue. Server checking all the time what things player should see and what things he shouldn't while hundreds of players are online moving all around sounds quite resource-intensive.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
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Purus Pasta, The Best Client
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ekzarh
- Posts: 336
- Joined: Tue Dec 20, 2011 9:42 pm
Re: Client performance rant
Great game! Loved it.Gray wrote:What about seing whats behind walls? Or even behind other tall objects such as trees?
I wonder how the game would be like if it had a field of vision working like this:
https://www.youtube.com/watch?v=0OXvIj8l5Sk
I presume it would be impossible to code due to prevalence of custom clients and im not even sure it would be fun, unless you had movement sounds for all creatures.
Unfortunately
If it is client-check only - all kinds of radars will appear to show privileged players things that others cant.
If it's server based - it means checks should be done for each movement of each player.
I'm a little bit out of context but
Regarding seeing around player when it is behind a wall there was a nice way of adding 'always visible' circle around a player. 1.5x-2x of player size. It is rather safe to do on client since doe not give an opportunity to make radar software.
Regarding seeing inside houses you can check Arcanum screenshots. Server-wise objects render-list can be separated to 'inside' and 'outside' ones. For outside server already does distance check to build a renderlist. For inside it can be 'house-id' check.
And no, you cannot mess with network packets to see what's inside a house far from you.
Because, AFAIK, client does not send player position to server. It sends 'move' and destination to move there while server on next 'tick' sends new player position back to client
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Client performance rant
viewtopic.php?f=48&t=57609 - somewhere in that topic. Would need resources (and most likely a server that can be distributed), but doable.shubla wrote:Its not impossible to code, probably. Only send client things that server wants it to see and something similar to Dwarf Fortress adventure mode could be accomplished.Gray wrote:What about seing whats behind walls? Or even behind other tall objects such as trees?
I wonder how the game would be like if it had a field of vision working like this:
https://www.youtube.com/watch?v=0OXvIj8l5Sk
I presume it would be impossible to code due to prevalence of custom clients and im not even sure it would be fun, unless you had movement sounds for all creatures.
Performance is more of an issue. Server checking all the time what things player should see and what things he shouldn't while hundreds of players are online moving all around sounds quite resource-intensive.
And would be extremely cool.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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ekzarh
- Posts: 336
- Joined: Tue Dec 20, 2011 9:42 pm
Re: Client performance rant
The thing is - it does not.Granger wrote: viewtopic.php?f=48&t=57609 - somewhere in that topic. Would need resources (and most likely a server that can be distributed), but doable.
And would be extremely cool.
Right now server has a LoS implemented. It is about 50-60 tiles radius.
So yes - server already has:
for(every object in 4 surrounding grids){
if(player.distance(object) < 60 tiles){
renderlist.add(object)
}}
If we pass any number instead of constant '60' we can achieve any pitch-darkness. With modifications I've listed before - seeing player behind a wall and having houses in same dimension.
The NOX game style is way more complicated because it is based on direction player looks. So we either have '360-degree los mod' possiblity or overload server CPU with player direction vs visibility checks.