Yay more layers :D and maybe some optimization :D.
Just keep it that the player can't cheat as we have it
now :)


--- Mark Wedel <[EMAIL PROTECTED]> wrote:

> tchize wrote:
> 
> >>  The trickier part in all this is how to condense
> it down for the 3 objects for 
> >>old protocol.  May idea would be to basically set
> up a table which says order of 
> >>objects you are looking at.  The order would
> always be the same, but it may be 
> >>something like:
> > 
> > 
> > why adapt old protocol, keep it's old behaviour
> (floor + 2 topmost objects)
> 
>   I'd have to look, but I think the old display
> logic has a more complicated 
> logic than that (eg, things like monsters have
> pretty high importance in the 
> display order).
> 
>   The old system basically had 3 layers:
> 1: Floor
> 2: Most important object, typically determined by
> visiblity value or other critier.
> 3: top object.
> 
>   The problem with just taking the floor + 2 top
> objects is a couple spells now 
> obscure all monsters beneath it, which may not be a
> good thing.  I suppose that 
> can be used as a first pass to see how things look,
> and if it breaks a lot of 
> stuff, work on refining i.
> 
> 
> > may i suggest static  things like buildings/floor
> be sent once and for all to client
> 
>   Static things in general will only be sent once -
> the new system should make 
> that more consistent - one problem with the old
> system is things can 'jump' 
> layers depending on other objects.
> 
>   But if you mean send all static data for the map
> once, that creates a few 
> problems:
> 1) Imposes even more lag when hopping maps, as a
> potentially very large burst of 
> information needs to be sent.
> 2) potentially gives away map information (I'm
> ignoring the issue that most all 
> maps are available for download - one could envision
> a server running private maps).
> 3) Gets trickier for the outdoor world maps
> 
>   IF you mean we only send that building once, then
> we need to track somehow we 
> don't need to sent it again (I imagine the case
> you're talking about here is 
> player steps to side so portion of map is no longer
> visible, then steps back 
> that direction so it is again).  I suppose we can
> track that player has seen 
> that space before.
> 
>   However, in both cases, I think the bandwidth
> savings by doing this are 
> relative trivial - granted, a player stepping back
> and forth constantly will 
> cause a row to be redrawn, but if players want to
> abuse stuff, they can hop back 
> and forth between maps.
> 
> 
> > Also, think about integrating ground animations in
> protocol (i mean, do not send
> > sea each time it change, better tell client there
> is an animated object on that layer)
> 
>   This is reasonable, but I think we need to
> establish 'constant' animations. 
> What that means is that this is the animation
> sequence and this is the speed and 
> will always be the speed (which for things like
> water is true).
> 
>   Then, we could send that animation info once, and
> then when we get such an 
> animation, just send the fact is is constant
> animation XYZ.
> 
>   If we have to send animation speed/phase for such
> objects, this is less a 
> gain.  And if we try to do it for monsters, I think
> it adds a lot of 
> complication for what once again may not be a lot of
> gain.
> 
> 
> _______________________________________________
> crossfire mailing list
> [email protected]
>
http://mailman.metalforge.org/mailman/listinfo/crossfire
> 





__________________________________________________
Do You Yahoo!?
Tired of spam?  Yahoo! Mail has the best spam protection around 
http://mail.yahoo.com 

_______________________________________________
crossfire mailing list
[email protected]
http://mailman.metalforge.org/mailman/listinfo/crossfire

Reply via email to