Search found 5 matches
- 02 Mar 2005, 15:43
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: IMPORTANT!!! Combat System--Please respond.
- Replies: 22
- Views: 7816
- 02 Mar 2005, 11:00
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: IMPORTANT!!! Combat System--Please respond.
- Replies: 22
- Views: 7816
Compared to an FPS, very few data needs to be updated in a second. In an FPS, each frame counts, whereas this could skip dozens of them. What happens on the player screen? A few maggots move, and the player might walk a bit. That should not require a lot of cpu time and network traffic. When fightin...
- 02 Mar 2005, 10:51
- Forum: TMW Classic
- Topic: small oopsies
- Replies: 2
- Views: 1814
- 02 Mar 2005, 09:46
- Forum: TMW Classic
- Topic: small oopsies
- Replies: 2
- Views: 1814
small oopsies
Hi, I just noticed some weird patchwork { printf("%s can't be made... And doesn't exist ! Exitting ...", dir); exit(1); } <<<<<<< main.cpp sprintf(dir, "%s/.manaworld/tmw.conf", userHome); ======= sprintf(dir, "%s/.manaworld/config.xml", userHome); >>>>>>> 1.73 #endif <...
- 02 Mar 2005, 09:16
- Forum: Feedback / Feature Requests / Content Suggestions
- Topic: IMPORTANT!!! Combat System--Please respond.
- Replies: 22
- Views: 7816
Does Quake generate too much traffic? Does Unreal do that? Although the same can be achieved with a bit less traffic, from a FPS standpoint it doesn't make that much sense. And I think thats mostly because when you change the protocol to have fewer messages, the server must have a lot more powerful ...