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Position Modification When Updating a Map
#2
DFA Wrote:i was just looking thru these bugfixes...and i had a comment on this one

the provided bugfix slightly cripples performance of your client...
with 32 FPS, thats 32 checks per second of

Code:
If CanMoveNow = YES Then
    Call CheckMovement
End If

so...
why not just add

Code:
GettingMap = True

to Sub SendMap()

above

Call SendData(packet)

Because that wouldn't work.

If you know what you're doing, you could easily re-gain the lost FPS for this very much needed addition.

DFA Wrote:and also...

why add...

Quote:Client Side
Add this in the top of any module:

Public CanMoveNow As Byte

to the top of any module? thats just promoting disorganization...there should be a proper place for Public variables such as modGlobals.mod

Because it can be at the top of any module.
People at Mirage are not like the people you find at Elysium and Eclipse.

Everyone who uses Mirage knows how to organise their own source. Not everyone uses modGlobals, they may find that it is more useful for them to put all their dynamic variable declares at the top of modGameLogic, or they may have their own module for this kind of thing.

Please keep in mind that no-one here requires that kind of 'babying'.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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