Thread: disabling v2,3?
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Old 01-19-2006, 08:46 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Stefan
We still need to fix the problems with the Intel 82810 onboard-gfx before we can disable v2 I guess
Yea, I was kindof figuring that v4 was just not entirely debugged. Is that the problem where my text turns into weird things? Off-topic (concerning my gs2 movement system for Classic), is there any chance of you making a clientside getareanpcs?

I'm trying to separate players, tiletypes, and NPCs in my movement system rather than using onwall2. Why? It might seem unneccessary at first, but it offers a lot of functionality.

Separating players is a different problem from separating NPCs. It's a lot easier to optimize finding a player by cycling through the players array with a constant width and height. However, NPCs can have a dynamic width and height. That means you can't necessarily check within a certain range of NPCs. You also can't check the dontblock() and blockagain() functions by cycling through the npcs array. However, having a function for each of them would still make things easier.

What might doing this offer?
1. We can make it so that players with a certain flag don't block.
2. Using that, we can rewrite what determines which players can or can't be hit.
3. Using that, we can expand the definition of nopk zones. Making it so audiences in events are safe AND can't block the way out.
4. We can make dontblock zones for narrow passages (ex. water-land blue dock thing)
5. We can make a spectate mode, for people using focus commands that enable them to change their focus using the movement keys so they wouldn't get hit, and wouldn't block.

Hmm... let me add, there are a lot of NPCs on Classic. Particularly on the gmaps. Which is making clientside optimization quite an issue.

Last edited by jake13jake; 01-19-2006 at 09:32 PM..