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Forum Home > Maps & mods > ONS-CataldiPark-EONS-Edition-V1
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crusha_k_roolPM
#11
Jan 17, 2010 3:25 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
As far as I know we don't run this latest version on Techcom, which has a bit less traffic.

Unfortunately it's not easy or really possible to optimize maps like this. It's not really the intense graphic but more the constant action that causes these problems of lacking informations about projectiles or attached pawns (like the tank-turrets).
The server tries to save bandwith by first stopping to sent these informations to the clients until he finds a moment with less action.

The client doesn't know that there's a turret on the tank without having the server telling him (the client could know that by the code of the vehicle, but he doesn't know the rotation of the turret). The biggest problem is, when the server doesn't tell the player that he armed up at the weaponlocker. The client will think that he doesn't have the weapons but he also can't pick them up by touching the locker again because the server knows that the client has the weapons already. Simple misunderstanding of each other.
foibosPM
#12
Oct 16, 2010 7:33 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
We don't run the latest version, because the V2 has been created from concept of V1 without edited weaponlockers and pickups and I don't see the reason for the additional "outpost" node outside the native base in sand castle.

I'd like to load the V2, if the "outpost" node will be removed and the weaponlockers and pickups will be taken from V1. Or just make the visual changes and fix the marbles in V1.

Anyone could do it? Crusha?

V1: http://cid-443a6952709eea4c.office.live.com/self.aspx/Temp/ONS-CataldiPark-EONS-Edition-V1.zip
V2: http://www.mediafire.com/?zmknmgk2mqz
crusha_k_roolPM
#13
Oct 16, 2010 8:40 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Dude, have some patience.. one thing after another.
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