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Originally Posted by jake13jake
As for the cliff, server lag bugs me about that. 0.3 seconds for a save var to be detected clientside is the best I have seen and that's on CLASSIC. Stefan, the only time I have seen such lag on other games is when I was on 56K. Then again, Graal definitely has a different system of handling things.
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It's better with the new scripting engine, also we plan to add something to the client soon to directly connect to npcserver (like NC).
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Originally Posted by jake13jake
You know what would be nice? Level Templates. That way you could have a basic background for a level that you see the same style multiple times, say in a quest, and have it load faster. Then, there could be another layer of tiles that loads into that from the level editor, but instead it would only let in the small changes to the level. This would be good for keeping good uniform, too.
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You mean sharing the background layer or so?
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Originally Posted by jake13jake
Stefan, why are signs serverside?
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Because they can contain variables (#s etc) and need to be translatable (Graal Kingdoms). It also means less data sent to the client since you only get the text when you touch the sign.