Air combo counter

Developer discussion of experimental fixes, changes, and improvements.

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Do you like the idea?

Poll ended at Tue Jan 27, 2009 12:06 pm

Yes I like it !
11
92%
Nope, thanks
1
8%
 
Total votes : 12

Postby divVerent » Sun Dec 28, 2008 8:24 pm

Then it can't be shown in comparison to other players.
1. Open Notepad
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Postby Alien » Sun Dec 28, 2008 9:12 pm

I thought it was suggested as a personal stat, not as a stat used to compare one player with others. Is accuracy compared between players too?
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Postby morfar » Sun Dec 28, 2008 9:15 pm

Obviously "maximum speed gained" would be changed all the time... so this and some other stats should only be sent to server at intermission.
While other stats may be sent while playing.
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Postby mand1nga » Sun Dec 28, 2008 9:17 pm

Well .. you guessed right that maybe, perhaps I can do it

Client side sounds fine to me, but I don't know yet how to detect there if an enemy is flying, etc. I care about bandwidth, but now I'm thinking that one byte of data should be enough for this. So .. first lets define if we really want this :)

How do you think it should look like? I imagine the text in bold font, centered vertically with options for being placed at the left or right of the screen, it should be visible but not too distracting. I'll make some blueprints of this later.

However it would be nice if someone with experience on visual things can share his thoughts here :)

I'll look for some inspiration in other games about the "combo" concept, like mortal kombat, street fighter, etc, etc
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Postby mand1nga » Sun Dec 28, 2008 9:33 pm

Alien wrote:I thought it was suggested as a personal stat, not as a stat used to compare one player with others. Is accuracy compared between players too?


Yes you are right ... but maybe this time we shouldn't worry too much about adding a little of this to server side .. I really don't see any significant performance impact or bandwidth usage

How about the max speed reached? I think it would be nice for race and ctf modes, and only considering speed gained by own weapons ... I think we can mix subjects a little and discuss how do you want it displayed, maybe I can help you with code
Last edited by mand1nga on Sun Dec 28, 2008 9:39 pm, edited 1 time in total.
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Postby Alien » Sun Dec 28, 2008 9:37 pm

I suggest that everything should go to client side to in order to worry div less. If people would really like it then it could be moved to server side.
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Postby divVerent » Sun Dec 28, 2008 10:20 pm

This has nothing to do with worrying ME, but with bandwidth for everyone. The server will only send 25k/sec per player, and also only 1400 bytes per packet.

But yes, if it is only shown personally, the best way would be letting the client count the events, possibly using a CSQC networked entity that's only sent to the owning client.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
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Postby mand1nga » Mon Dec 29, 2008 12:01 am

Well .. what can I say, a great deal of ppl that I truly respect voted already, so I think I'll start to play with this idea

But please lets discuss a little more about the best way to display this information to the end player :)
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Postby Alien » Mon Dec 29, 2008 12:03 am

Why 1400 limit is clear for me (packet should be smaller than MTU) but why 25kb(ytes)/s? Is that the current network architecture limitation or imposed by developers to limit the bandwidth that people with smaller bandwidth be able play?

sys_ticrate is 0.05 = 20 packets/second Would increasing ticrate make packets somehow smaller (?) or rate would be > 25 ?
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Postby divVerent » Mon Dec 29, 2008 9:46 am

The 25k/sec is a configurable limit of the bandwidth the server will send per player.

If it were fully used, one player slot could use 60GB per month. A 16p server can have 965GB per month for the in-game data alone, if you send so much spam. And most server admins pay for their bandwidth.

However, 28k/sec is the theoretical limit, as there can be only one packet per frame.

Reducing sys_ticrate would eat too much CPU on the servers, and noticably change player physics (especially laser jumps).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

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