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PostPosted: Sun Aug 12, 2007 9:46 am 
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We all know loading items takes thousands of years when there's alot of them. This does also lag other players in big games. I'm requesting a tutorial that would just load the items needed, like, If you enter a shop, it would load the items upon entering the shop form. And yet there, it would only load the ones in that shop. So when entering the next shop, it would load the items of THAT shop. I think you get the point. Also, when seeing a new player, it would load that players equipment, and when you drop an item it'd load it for others and so on. This would greatly improve the game IMO.

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PostPosted: Sun Aug 12, 2007 11:50 am 
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CuChulainn wrote:
We all know loading items takes thousands of years when there's alot of them. This does also lag other players in big games. I'm requesting a tutorial that would just load the items needed, like, If you enter a shop, it would load the items upon entering the shop form. And yet there, it would only load the ones in that shop. So when entering the next shop, it would load the items of THAT shop. I think you get the point. Also, when seeing a new player, it would load that players equipment, and when you drop an item it'd load it for others and so on. This would greatly improve the game IMO.

-CuChulainn


Or you could just save the items client side so you aren't re-sending everything everytime they log in.

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PostPosted: Sun Aug 12, 2007 3:03 pm 
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I don't think this way. When the players are stable, I mean, not that much logging in and out, when the max players is reached, you almost don't send nothing about this. About the items already on the client side, It works, but it would make the updates a little bit more complicated, you'll need to send everything inside the client and change it on every client. You'll need to improve a lot of things so everything is checked server side to prevent hacking. It is a good idea to change everything client side, but I don't think it would improve much if you send them little by little.

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PostPosted: Sun Aug 12, 2007 5:00 pm 
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No, you don't need any anti-hacking measures if you do it that way, since all that's sent from the client to the server is the item number, then the server gets it's own information.

A player could alter a dagger to do 999 damage, but when he hits [use] the server uses it's own information.

The client side stuff is only used to display names and crap, all the actual data is handled serverside.


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PostPosted: Sun Aug 12, 2007 5:14 pm 
I wouldn't see the point in moving it client side then.. =\


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PostPosted: Sun Aug 12, 2007 5:21 pm 
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Well, I have all the item data in your inventory, like, it shows the name, amount, attackpower, description, whatever.

Instead of sending allllll that in a packet, it was easier to just keep it client side.
It depends on your situation I guess.


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PostPosted: Sun Aug 12, 2007 5:42 pm 
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Actually it would be more practical for the server to have the server load things as needed (not just items, you would see a bigger benefit for things like shops and maps)

It would slow down the client/server connection if done poorly, or if you use a bad file format like INI.

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PostPosted: Sun Aug 12, 2007 5:55 pm 
I guess. But would it matter if the server was on a 2GHz+ system with 512MB of RAM and a 1Gbps connection?


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PostPosted: Sun Aug 12, 2007 6:09 pm 
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512MB RAM is pretty low, for running a server along with everything going on in Windows, you would definantly want more.

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PostPosted: Sun Aug 12, 2007 6:42 pm 
I meant on a system with nothing running but the server and windows server 2k3.

That's the system that Verrigan has for the FPO server. It's got a 1Gbps connection. Which is pretty damn fast. I only have a 6Mbps.


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