sMartins wrote:Customs are trash, stick to default and write a post in C&I suggesting what to change/add to improve it.
DPblH wrote:sMartins wrote:Customs are trash, stick to default and write a post in C&I suggesting what to change/add to improve it.
Default client is unplayable for me. Best FPS is about 12 in village, 40+ in the forest.
loftar wrote:While it's true that I don't use GitHub a lot and therefore don't check it too often, I can't say I've seen many patch suggestions at all, either via GitHub pull requests, or here in the forums, or in any other form, really.
jorb wrote:All your characters will be deleted, and I will level every village any one of them were ever members of.
APXEOLOG wrote:In my opinion if j&l want to step closer to the real game, not just hobby project, they should:
Minimum:
- Choose some high-end java game engine and integrate it into the client - the issue here is that it will restrict their visuals by a lot and they will need to revise/remake/remove some visual ideas
APXEOLOG wrote:Rewrite client from scratch as well as some server parts (drop remote ui, drop on-the-fly resource loading)
APXEOLOG wrote:Hire someone who is good with selected engine
APXEOLOG wrote:3d game resources are provided in the very custom format
APXEOLOG wrote:the problem is that obj itself is quite simple and doesn't support a lot of required features, and most of progressive 3d formats are closed or very complex
mecacat wrote:Sounds to me like APXEOLOG is one of those people who likes to talk entirely out of their ass, and tell developers what to do without much experience actually being a developer themselves.
shubla wrote:Using game engines such as Unity might limit the things one can do. But makes it easier to do the things that you can do. HnH is being developed by only two persons, time is a limited resource. Maybe sometimes its better to make compromises and use pre-existing things, even if they have some downsides, and use the saved time for more important features.
APXEOLOG wrote:Because due to the "remote ui" architectural concept most of ui improvements looks like (and in fact they are) ugly hack, i don't think anyone in clear mind will accept such PRs.
APXEOLOG wrote:And 90% of performance improvements are just "optionaly disable another thing that consumes cpu/gpu" which will probably not be accepted either.
loftar wrote:That's not entirely true, though. In principle, I'm open to optimizations that disable graphics here and there; the main reason I haven't gone down that road myself yet is that I've felt that the rendering engine should be optimized for what it is first, but that's not necessarily a strong conviction, and I do plan to do things to that effect once I'm done with the engine rewrite.
loftar wrote:I don't really see why that would make it better. Just as you rightly say, choosing an externally developed engine would mostly just serve to restrict our choices, and I don't really see what positive would come out of it.
loftar wrote:There are lots of reasons why I've done it that way, though. Doing it otherwise would need all mechanics basically duplicated on the server and the client, and also ties them closer together, which makes future development much more cumbersome. Not to mention forces full client updates on everyone every time we want to add any little mechanic. It sounds like several steps backwards.
loftar wrote:Internally, we use Ogre XML as the interchange format; it should be able to handle any required features. I've also seen such formats as X3D and Collada, which I believe should be able to handle all the features we use, but I haven't looked into them (seeing as how we already have Ogre XML and have no real need to switch)
loftar wrote:I feel it should be said that we've already had this discussion.
jorb wrote:All your characters will be deleted, and I will level every village any one of them were ever members of.
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