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Posted: 22 Sep 2007, 19:28
by Tobi
Forboding Angel wrote:
Mr.Frumious wrote:Lag = high latency in the network. Your computer chugs along quickly, but messages sent out are taking too long to come back. bad ping. etc.

What we're talking about is framerate. Halting. Slideshow. Resource utilization. Deformed landscape doesn't cause lag, it causes slideshow.
It causes lag in the form of exposing you to possible drops cause your machine sometimes will start bursting data in large chunks and if the host has a firewall, the firewalls will generally start blocking said large chunks of UDP.
Map deformation causes no extra network traffic whatsoever.
Also the blocking of too large UDP packets was fixed before 0.75b2.

Posted: 23 Sep 2007, 01:32
by DZHIBRISH
Woohoo!!! :twisted:

Posted: 23 Sep 2007, 08:10
by REVENGE
DZHIBRISH wrote:Woohoo!!! :twisted:
?

You still have to get modders to add craterboost and cratermult back into weapons. :lol:

Posted: 23 Sep 2007, 13:37
by Saktoth
And there are still the issues of CPU lag and creating impassable terrain etc.

Posted: 23 Sep 2007, 18:55
by DZHIBRISH
Woohoo!!! :twisted:

Posted: 23 Sep 2007, 20:05
by REVENGE
:lol:

Posted: 25 Sep 2007, 09:05
by Pressure Line
DZHIBRISH wrote:Woohoo!!! :twisted:
man i want some of that shit ^__^

Posted: 25 Sep 2007, 10:01
by Neddie
PL, you should implement cratering in your work!

Posted: 25 Sep 2007, 11:40
by Pressure Line
neddiedrow wrote:PL, you should implement cratering in your work!
i would i f i had any work :X

Posted: 25 Sep 2007, 15:55
by Forboding Angel
Look kids. Cratering is cool and all, but you ahve to realize... It is exploitable, it also changes the gameplay (and generally not for the better). It is neat to have on really large weapons, but once again remember that units have to move across the newly dimpled terrain. Also, a units maxslope has to be high enough for it to cross said craters.

It's just not that great of an idea.

@ tobi, thanks for making that clear, but I'm not sure you understood what I meant.

I was tlaking about the fact that your machine is chugging, and pathing info has to update every time (unless I'm mistaken) and it just turns into a big mess.

Posted: 25 Sep 2007, 17:58
by Neddie
I've always felt that it was a worthy and useful part of the engine, though I wish it could be customized and we had a method of avoiding mass terrain generation...

Posted: 25 Sep 2007, 18:37
by Forboding Angel
If the terrain would slowly repair itself I wouldn't have so much of an issue with it.

That and if the terrain deformation had a point to where it would stop deforming and making those ridiculous omgwtfhugebbq craters.

Posted: 25 Sep 2007, 18:38
by Neddie
I wonder if we can use Gaia to run little restoring beasts on maps... that could be quite interesting.

Posted: 25 Sep 2007, 19:00
by Mr.Frumious
Forboding Angel wrote:If the terrain would slowly repair itself I wouldn't have so much of an issue with it.

That and if the terrain deformation had a point to where it would stop deforming and making those ridiculous omgwtfhugebbq craters.
This. A "diminishing deformation" would be nice.

Posted: 25 Sep 2007, 19:15
by Forboding Angel
neddiedrow wrote:I wonder if we can use Gaia to run little restoring beasts on maps... that could be quite interesting.
gaia would only help for new maps, not for the existing ones.

Posted: 25 Sep 2007, 19:19
by Neddie
I know that, but - one more reason to play new maps!

Posted: 25 Sep 2007, 19:20
by Forboding Angel
Actually a lua gadget to be included with mods would be better.