Author Topic: a new tremulous map  (Read 106441 times)

Stof

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a new tremulous map
« Reply #90 on: June 22, 2006, 04:25:48 pm »
Quote
------- Comment #1 From Tim Angus 2006-05-16 17:05 [reply] -------

As you say in your last paragraph, the "missing" items are due to them not
being in the player's PVS. It was decided that the current PVS is "enough"
range for the alien sense.

Changing this behaviour would entail actually sending all the entity positions
over the network -- something that should really be avoided if at all possible.

The game server uses the same vis information than the client for network optimisations. It uses that info to decide if player A can potentialy see player B ( ie, it checks if B is part of A's PVS ) and if not, it doesn't send to A the informations about B. When that happens, that's what I call "B isn't relevant for A". And that is the reason why B is missing on A's radar despite beeing in range.[/quote]
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

[db@]Megabite

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a new tremulous map
« Reply #91 on: June 22, 2006, 04:37:54 pm »
Okay, good point, that was not know to me... ;)
You would still have to rewrite that part of the server code and work around the native way to make radar usable with areaportals generating additional calculations and network traffic.
Only to make areaportals workable that are not really needed anyway. There are huge maps with high polycount like arachnid2 that work without areaportals (there simply are no doors) and draw reasonalbe parts of the map with radar working well in any situation.
You see: Well placed hint brushed do the same job.

Danny
url=http://www.tremulous.info][/url]


Stof

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a new tremulous map
« Reply #92 on: June 22, 2006, 05:00:20 pm »
Yeah, it would have been a shame if the clients got all the info about the other players and just didn't display it on the radar. That one would have been an unaceptable bug in my opinion ;)
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

soubok

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a new tremulous map
« Reply #93 on: June 22, 2006, 05:19:02 pm »
The server only needs to send radar datas within the player's radar range ( usually a small radius ).
So the trafic overload could be low.
 soubok -

DarkWolf

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a new tremulous map
« Reply #94 on: June 22, 2006, 06:24:03 pm »
Quote from: "soubok"
The server only needs to send radar datas within the player's radar range ( usually a small radius ).
So the trafic overload could be low.
Hey Soubok, how do i know when the private release and public release of pulse beta03, PM?
img]http://img115.imageshack.us/img115/7353/wolf6jo.jpg[/img]


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soubok

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a new tremulous map
« Reply #95 on: June 23, 2006, 08:56:55 am »
yes, PM or IRC, like the last time.
 soubok -

soubok

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a new tremulous map
« Reply #96 on: June 27, 2006, 02:26:06 pm »
Hi,
I will release the BETA 3 version of my map in 2 days ( 2006.06.29 )
I have updated my web site to give more details about the BETA 3.
 soubok -

DarkWolf

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a new tremulous map
« Reply #97 on: June 27, 2006, 04:42:50 pm »
Great, cant wait for the private test  :) .
img]http://img115.imageshack.us/img115/7353/wolf6jo.jpg[/img]


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Taiyo.uk

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teeny weeny bug
« Reply #98 on: July 03, 2006, 02:14:26 am »
Found a minor bug: Dretches can walk under one of the pipes leading to the water tank, where it emerges from the wall by the stairs in the tunnel. There are no textures on the part that you can walk through. You have to drop between the pipes or go into the area under the stairs to see it. Also the shading on much of the pipework looks flat whereas it was smooth in b2.

Excellent map though, IMHO b3 is a great improvment over b2 with the second entrance. The ambient sound adds alot of atmosphere to the game.

-Taiyo