On 1/26/06, Anton Oussik <[EMAIL PROTECTED]> wrote: > Is there anything that can be done to improve movement on laggy > connections? Could the server send the client a matrix of what tiles > on the map can be moved to, and send updates of that as they change > for example? Any better ideas?
One thing that might work for this, is something I have been idling toying with concerning movement. I was looking a few weeks ago at adding a 'goto' command so that the player could send a command goto <x><y> (relative to the player) and then, as long as they had no further commands sent, they would go towards that point. (in terms of controls, this would map to clicking on the map view somewhere). - the stupid implementation of this is quite straightforward, getting the routing to work properly is harder. In any case if that became the defacto standard way of moving (as it is in most graphical RPGs), then it would be possible to figure out what route the player would take, and send the moves they would make to the other players in the room early. - this would still lead to the ocassional de-sync issue (when they change direction, or something moves in the way) but it would be a noticable improvement over what is currently there. (the extension to that would be to have an attackto command (or a flag to goto) so that monsters could be targeted to get the player to follow them and attack when they are in range. - probably such advance telling of commands should only occur if the ping time is bigger than the tick time though. In general though, if your ping time is over a second, you need a better internet connection, most games are difficult to play when you are that laggy. _______________________________________________ crossfire mailing list [email protected] http://mailman.metalforge.org/mailman/listinfo/crossfire

