skit3000 Posted August 5, 2003 Share Posted August 5, 2003 Hello, I may have some suggestions for MTA to let it run faster and smoother. I think you should only give the positions of people who are in the line of sight (if possible), from the server to the clients. That way only a few kB per second should be received, in steed of a minimum of 10 kB which is used now. I'm sorry, but I can't explain this better in English, if you are Dutch I can explain it a bit better... Link to comment
petebog Posted August 5, 2003 Share Posted August 5, 2003 Hello,I may have some suggestions for MTA to let it run faster and smoother. I think you should only give the positions of people who are in the line of sight (if possible), from the server to the clients. That way only a few kB per second should be received, in steed of a minimum of 10 kB which is used now. I'm sorry, but I can't explain this better in English, if you are Dutch I can explain it a bit better... That's actually a very good idea, if you're not doing it already. Maybe the people within a certain radius of your player, because working out who can see who might not be worth the trouble. Of course people out of sight need updating for the radar positions, but only about once a second. Link to comment
skit3000 Posted August 5, 2003 Author Share Posted August 5, 2003 Yes, that's why I was trying to say... Another thing, now the positions and angle of players will be send like 123.5221:723.8244:360, maybe that should be converted to HEX or something. That way it can be a few characters smaller, which will be lots faster when you are playing with a lot of people... Link to comment
blah sr Posted August 7, 2003 Share Posted August 7, 2003 yes but what if your no where near anyone and dont know what direction to drive? Link to comment
petebog Posted August 7, 2003 Share Posted August 7, 2003 yes but what if your no where near anyone and dont know what direction to drive? That's why I said the radar needs to be updated every second or two, so you have a general idea what direction people are in. Link to comment
Cray Posted August 7, 2003 Share Posted August 7, 2003 These are all things that we will look into in the future, but for now we just have to send everything, as distance determination routines and such have not been written. Link to comment
[xNet]DrDre Posted August 7, 2003 Share Posted August 7, 2003 yea these are good ideas, but the location does need to be sent on radar at all times, but rendering into memory shouldnt be done unless there near, i dont see how this would cause faster speed, but converting to hex would be an extremely good idea, as shorter string = faster md5 would be the best prolly lol, 32 bytes, but no decrpytion protocol so that rules it out Link to comment
me Posted August 8, 2003 Share Posted August 8, 2003 Hex numbers won't make a difference... The information sent will still be the same. it's just a different way of saying things... you could say 01111011 (binary), or you could say 7B (hex), or you could say 123 (decimal, a.k.a "normal" numbers). All are just a different way of saying the same thing... However, no matter how you say it, a computer will send it in binary (01111011). Link to comment
Kent747 Posted August 8, 2003 Share Posted August 8, 2003 the radar blips are calculated according to the position data received.... doing anything like that would kill the radar. Link to comment
petebog Posted August 8, 2003 Share Posted August 8, 2003 the radar blips are calculated according to the position data received....doing anything like that would kill the radar. I don't see how it would 'kill' the radar. What I'm saying is that, assuming you code some distance determination routines, the positions of distant players only need to be updated every second or so on the radar, rather than continously like for those in sight range. You'd still know what direction the players are in, there's no need to know precisely where someone is when they're half the map away. Link to comment
ijsf Posted August 8, 2003 Share Posted August 8, 2003 We already got this idea, and we're still researching the possibilities of it. It's called the Bubble system. Link to comment
vegetto34 Posted August 9, 2003 Share Posted August 9, 2003 If any of you have looked at the bandwidth numbers, it only takes about 1 or 2k/sec upload and about 10k/sec download speed for 10 players! That is incredibly well and is totally playable for even the slowest DSL/cable users. None of this needs to be done, just fix the animations. The netcode is decent and playable for now. Link to comment
Gussi Posted August 9, 2003 Share Posted August 9, 2003 if we would do that, we would not see players on the map, except the closest ones... Link to comment
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