Search found 5 matches

by voidz0r
02 Mar 2005, 15:43
Forum: Feedback / Feature Requests / Content Suggestions
Topic: IMPORTANT!!! Combat System--Please respond.
Replies: 22
Views: 7816

How many tiles can a player move in 1 sec? I mean... how many times can a player move around in a sec? Whats the maximum accepted delay when a player turns around?
by voidz0r
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...
by voidz0r
02 Mar 2005, 10:51
Forum: TMW Classic
Topic: small oopsies
Replies: 2
Views: 1814

The "wierd patch work" is a conflict handed to you by CVS. You had changed "tmw.ini" to "tmw.conf" and I had changed "tmw.ini" to "config.xml", and CVS allows you to decide which change should be final. I didn't know CVS could do that. I just though...
by voidz0r
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 <...
by voidz0r
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 ...