Another step forward :)
by Vince Gee · 02/10/2006 (7:14 pm) · 2 comments
Patch 2/10/2006
Ok, a few things have changed in this patch. First and foremost, several structural changes have occurred.
-The connection pointer is now available from the base client object calls use "CLIENT_ID" as the key.
-AI hit points CANNOT be changed on the fly anymore, they have to be changed, saved, AI killed and when it respawns it will have the new hp.
-All players have their own datablock, this did not create as much lag as expected and has not increased the load on the server or network in any real way.
-Learned something about collisions, when setting up rapid fire weapons make sure you set their radius range to any number less than .3 any number greater will lag the game due to the collision calculations.
-Weapon damage amounts can now be changed on the fly for fine tunning.
-Base Item attributes can now be saved to the database, forgot to implement the details.
-Disabled the client from being able to download or even search for missing files from the client to the server. (Reduce server lag)
-Fixed some missing artwork
-Improved the log on time.
-Added new properties to the database for items, they are maxbasedamage, maxradiusdamage and radiusdamage. They now control how much damage a weapon does.
-The sword is in, but it is not currently hooked up, expect it hooked into the code by sunday.
Well, as far as I can remember, this was the major fix notes to this patch. I am going to attempt to add in melee again this weekend, maybe I'll get it right.
-Also fixed the 3rd person view
So.. next thing to do is roll in the Server Side Melee tutorial now that I'm back to head.
For those who are curious, it appears that each client uses about 2k connections to talk to the server. I am now monitering the traffic on the nics and will report w/ each update the results.
If you want to check it out, go to www.geeconsulting.net.
Vince
Ok, a few things have changed in this patch. First and foremost, several structural changes have occurred.
-The connection pointer is now available from the base client object calls use "CLIENT_ID" as the key.
-AI hit points CANNOT be changed on the fly anymore, they have to be changed, saved, AI killed and when it respawns it will have the new hp.
-All players have their own datablock, this did not create as much lag as expected and has not increased the load on the server or network in any real way.
-Learned something about collisions, when setting up rapid fire weapons make sure you set their radius range to any number less than .3 any number greater will lag the game due to the collision calculations.
-Weapon damage amounts can now be changed on the fly for fine tunning.
-Base Item attributes can now be saved to the database, forgot to implement the details.
-Disabled the client from being able to download or even search for missing files from the client to the server. (Reduce server lag)
-Fixed some missing artwork
-Improved the log on time.
-Added new properties to the database for items, they are maxbasedamage, maxradiusdamage and radiusdamage. They now control how much damage a weapon does.
-The sword is in, but it is not currently hooked up, expect it hooked into the code by sunday.
Well, as far as I can remember, this was the major fix notes to this patch. I am going to attempt to add in melee again this weekend, maybe I'll get it right.
-Also fixed the 3rd person view
So.. next thing to do is roll in the Server Side Melee tutorial now that I'm back to head.
For those who are curious, it appears that each client uses about 2k connections to talk to the server. I am now monitering the traffic on the nics and will report w/ each update the results.
If you want to check it out, go to www.geeconsulting.net.
Vince
About the author
www.winterleafentertainment.com

Torque Owner Rotondo
So does this mean that there's no more fps drop on the rapid fire guns?