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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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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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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:
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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?
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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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Pantheon Marshal Palestar
Joined: May 29, 2001 Posts: 1789
| Posted: 2012-12-18 18:09  
Quote:
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On 2012-12-18 16:24, Leonide[R33] wrote:
will it ever be brought back? i want it back.
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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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