Game Development: Another Touch of Fix

Announcements about major changes in Haven & Hearth.

Re: Game Development: Another Touch of Fix

Postby Direkled » Fri Mar 10, 2017 1:25 am

strpk0 wrote:
sMartins wrote:And do you think that if those fixes you like to talk about were just a bit good, didn't Loftar already implemented in the code? That is his job?
Come on man, pls....with who you believe are speaking with? Cheers


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Re: Game Development: Another Touch of Fix

Postby springyb » Fri Mar 10, 2017 1:39 am

What sMartins is trying to say is that if a custom client was actually more optimized it wouldn't NEED to disable everything to get higher fps because simply removing all of the unoptimized shit doesn't mean a client optimized it. He's trying to say that hiding a problem doesn't solve why it was a problem, even if it means that hiding the problem improves game play.

I'd rather have frames than animated beehives but whatever, I see his point. There's no reason to call him retarded for it.
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Re: Game Development: Another Touch of Fix

Postby apoc254 » Fri Mar 10, 2017 4:12 am

jorb wrote:We've been developing, and here's what's new.

Combat Changes
-----------------------
  • The effective quality of a ranged weapon, as used when determining aim speed, is now a geometric mean of the qualities of the bow and arrow, rather than the lower of the two. Fixing this.
  • The base damage of a ranged weapon is now reduced less by a low perception to agility ratio. It is now reduced by the square root of the perception to agility ratio, rather than the straight ratio.


Can confirm. This makes the bow useful for hunting again.(still very massive curve to being able to hunt bigger game, but its a more sane curve now.)
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Re: Game Development: Another Touch of Fix

Postby Damon_Cooper » Fri Mar 10, 2017 8:19 am

For all this holy optimization war - just a side question: how many java-based games do you know, that runs WAY smoother than H&H?
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Re: Game Development: Another Touch of Fix

Postby Aceb » Fri Mar 10, 2017 8:35 am

Damon_Cooper wrote:For all this holy optimization war - just a side question: how many java-based games do you know, that runs WAY smoother than H&H?


Minecraft. Not so many generally, if those are "bigger" projects.
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Re: Game Development: Another Touch of Fix

Postby jordancoles » Fri Mar 10, 2017 11:33 am

Angry Birds ¦]
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Game Development: Another Touch of Fix

Postby razfen » Fri Mar 10, 2017 11:46 am

Damon_Cooper wrote:For all this holy optimization war - just a side question: how many java-based games do you know, that runs WAY smoother than H&H?


Problem is not java, but ineffective openGL code
MagicManICT wrote:Not really any purpose of this thread other than to get a simple answer that some of you special children don't seem to know how to give. Everyone's got to be a fukkin comedian....
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Re: Game Development: Another Touch of Fix

Postby DeadlyPencil » Fri Mar 10, 2017 5:08 pm

in some of the bigger fights, there hasn't been crops around or anything like that to cause FPS drops, so is it the player models themselves that are causing it?
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Re: Game Development: Another Touch of Fix

Postby jordancoles » Fri Mar 10, 2017 5:23 pm

DeadlyPencil wrote:in some of the bigger fights, there hasn't been crops around or anything like that to cause FPS drops, so is it the player models themselves that are causing it?

Running animations, agro scents, multiple combat interactions, coin stacking animations, multiple sound ffects (coins, footsteps, unkinned alarms) movement resulting in loading nearby tiles etcetc
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Game Development: Another Touch of Fix

Postby r21187 » Fri Mar 10, 2017 5:56 pm

apoc254 wrote:
jorb wrote:We've been developing, and here's what's new.

Combat Changes
-----------------------
  • The effective quality of a ranged weapon, as used when determining aim speed, is now a geometric mean of the qualities of the bow and arrow, rather than the lower of the two. Fixing this.
  • The base damage of a ranged weapon is now reduced less by a low perception to agility ratio. It is now reduced by the square root of the perception to agility ratio, rather than the straight ratio.


Can confirm. This makes the bow useful for hunting again.(still very massive curve to being able to hunt bigger game, but its a more sane curve now.)


So that means that if i whant make decent damage i should increase my agility and perception?

cause i been trowing rocks to kill horses and takes FOREVER and many rocks and i am so low level that takes forever trow a arrow
ven wrote:After reading this thread I'm considering playing again just to make some metal and buy 22 boats from this guy.

jorb wrote:Ok, will buff.
(Still waiting)
loftar: The inner chaos of the Jorbian mind is hard to conceal. :)
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
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