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[FAQ
Forum Index » » English (General) » » Why was the shield flare-up removed?
 Author Why was the shield flare-up removed?
Admiral Valeor Tackle
Admiral

Joined: February 26, 2012
Posts: 106
Posted: 2012-11-02 09:06   
In the oldest version of darkspace ICC has shield flare-up when the weapons hit the icc ship. But why was it removed today? :?
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Pleasse do not cry

Doran
Chief Marshal
Galactic Navy


Joined: March 29, 2003
Posts: 4032
From: The Gideon Unit
Posted: 2012-11-02 09:17   
http://www.darkspace.net/index.htm?module=forums.php&page=/viewtopic.php&topic=53284&forum=1&start=4
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Chewy Squirrel
Chief Marshal

Joined: January 27, 2003
Posts: 304
From: NYC
Posted: 2012-11-06 12:23   
I don't pretend to know anything about the medusa engine but why would a graphical effect rendered client side cause server lag?
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Hakketak
Grand Admiral

Joined: March 24, 2009
Posts: 301
Posted: 2012-11-06 12:39   
i think cause it adds extra message.

normally:

u fire

client decides where u are and where u firing at

other person moves

client decides if it changes anything

your weapons start travelling

client performs nother check to see if weaps hit

other person still moves

client does another check to see if that movement changes anything

your weapons hit

client check if that hit is still withing 95% trust interval of possibilities

enemy moves

client checks if that changes anything.

damage gets calculated

client checks armor/shield n weapon dmg and such

enemy still moves

client checks if that changes anything

dmg gets rendered (hopefully )




so by adding a line to check if weapons hit and then a line to perform action for each weapon hit, i estimate a 20% increase in client load lol.

could be off slightly by number of client checks...may be more may be less, but i think this was the explenation if i remember well..
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"I shouldn't be alive"

Chewy Squirrel
Chief Marshal

Joined: January 27, 2003
Posts: 304
From: NYC
Posted: 2012-11-08 18:35   
Sure if the server actually does all that, but i was under the impression that most of the things you see(projectiles, hull,armor) are simulated client side and then checked against what the server has every few seconds.
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Null Pointer
Grand Admiral
Templar Knights


Joined: April 10, 2010
Posts: 148
Posted: 2012-11-08 22:29   
They did have a small version of that... it was a small bubble that was rendered when something would hit the ship... AKA beam/projectile..
But it was removed due to it rendering a million times... and causing massive lag to anyone in that area.
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Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-11-09 09:21   
Quote:

On 2012-11-06 12:23, Chewy Squirrel wrote:
I don't pretend to know anything about the medusa engine but why would a graphical effect rendered client side cause server lag?



It can't. It caused the performance on clients to go to snap, so it was removed.
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2012-12-18 16:24   
will it ever be brought back? i want it back.
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captain of the ICC Assault Cruiser C.S.S. Sledgehammer

  Email Leonide
Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2012-12-18 18:09   
Quote:

On 2012-12-18 16:24, Leonide[R33] wrote:
will it ever be brought back? i want it back.




Extremely low priority.
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2012-12-20 10:23   
FYI... I've got ship shield/hit effects coming up on my queue of things to do, probably in version 1.710.. aside from adding back the shield hit effects, I also plan to add ship debris and hit specific damage to the ships as well.

This are all aesthetic changes, so if more important things come up these features will get bumped.

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