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Development / Daimonin project / Re: Sourceforge Download Page
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on: November 29, 2008, 08:42:44 pm
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Unless someone worked on that in the meantime, on SF is the 0.971 Client (both win and linux). And when looking at the dates the 0.971 download is there since January 2008 (except SF shows the upload of that package and not the release in the download section)
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3
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Development / Daimonin project / Re: Bloody demon eyes
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on: November 21, 2008, 12:19:33 am
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As far as which side it needs to be handled: needs to be server side, michtoen has said that many times, for game functions, it needs to be server side otherwise players will make tools to exploit them.
Well no. Only the xray aspect needs to/can be handled server-side. All graphical effects (light levels, grey scale for DE, red scale for infra) are done client-side and are thus exploitable as is. For example, Grunt's darkness patch, or Anchak has modified his client not to use grey scale for DE IIRC. ATM someone could patch their client to simulate infra despite not having an item of infra. IIUC. Alderan? Yes, the graphics are done client sided, but AFAIK both are also server sided. For DE the server must send additional tiles, and when i remenber correctly infra is not only coloring mobs red, i think you could also see some more mobs, even around a corner. If not, infra would be more or less pointless
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4
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Contributions / Graphics / Re: True Color support in Client
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on: October 22, 2008, 08:44:35 pm
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the con's:
* much more space on disk needed. * more bandwidth if the face is loaded from the server (althought that should rarely happen when the autoupdater is working)
Lets do some necroposting All of you who create truecolor images with alpha have a look at the tool pngnq and the explanaitions on this site: http://pngnq.sourceforge.net/Short summary: The PNG format is able handle indexed RGBA images, means even images with a palette can have semitransparent pixels. The client can handle these images as well, just tested it. Means you can use pngnq to reduce the color deep to most of the time really good looking 256 colors. So when you create new images which need semitrans, have a test with pngnq (to create smaller files), and compare ingame, because most of the graphics programs cant handle that.
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5
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Development / Daimonin project / Re: Smooth LOS?
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on: October 06, 2008, 06:28:31 pm
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Just short, or i miss my bus home:
AFAIK the triangles are only for the client, they just contain heigh and (for 3d) texture information, for the server its still one tile. For the 2D client i have something in mind to smoothen that up a little, but that mus wait, till i have finished my big project i have at home
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6
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Community / Tech support / Re: client folders
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on: September 26, 2008, 11:55:23 pm
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jeffy...
i won't search all the threads you posted your problem, and already got answers, which mainly all were the same as grommit gives you.....
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7
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Development / Suggestions / Re: Dodging Mobs
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on: September 19, 2008, 04:13:49 pm
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I mean lets face it: we have a simple tile system on this game. If the charging mob jumps to the other tile everytime i try to get him into LoF that eliminates the chance of any distance attacks. And so i must wait for him to close in and hit me until i can really start to unload my "distance" attacks, which is kind of perverted. Thats not entirely true. Play around with the AI, learn the beahviors, and then try to trick it, it is possible to do ranged attacks (Hint: The mob tries to stay out of a direct line from you, not out of the line of a 'missile'-object. So first shoot, then ask questions...ähmm i mean then move)
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8
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Community / Community chat / Re: funny videos
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on: September 19, 2008, 02:33:33 pm
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never saw that and i am from europe :p
I think it's only Germany and Scandinavia. Its mainly complete europe, except britain. maybe other countries aren't so addicted to it, or it isn't shown so often.
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9
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Development / Suggestions / Re: Donation Shop
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on: September 19, 2008, 12:22:34 am
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EDIT: even though you said not to ask i just had to anyway! client sided animations!? im getting extremely excited :]!!!!!!!!! does that mean if i made a extremely smooth animation maybe consisting of 10-20 frames that it can be used without worries of bogging down the server stuff? if so you just made my WEEK!!!!!!!!!
Yep, and much more, each frame can have its own delay, all different directions, and 'states' (attacking, walking, ...) can be have totally different anims, frame counts, and so on...
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12
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Development / Daimonin project / Re: Multilingual Daimonin client and server
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on: August 30, 2008, 01:24:49 pm
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Do you mean that someone is working to send message numbers instead of messages (a quite good bandwith improvement especially if you transmit numbers in binary rather than text) ? Working isn't the right word for that, better thinking about it for over a year, and never get started with that:)
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