ID:259804
 
Why can't you make water animations client side?!

Things like that will just bog down the game if you wanted to actually have a really interactive world or what not...

Grrrr!!!!!!!!!

If someone knows how to make it client side (or maybe it is and my computer just lags) tell me :P
Things are not done by the client because that becomes a security issue for your game - the more the player knows the better he can cheat. Even simple things can give a player an advantage. However, people have asked for the ability to make the client share some of the load, and I think it was said that such a thing might be added at some point.
Jon Snow wrote:
Why can't you make water animations client side?!

Things like that will just bog down the game if you wanted to actually have a really interactive world or what not...

Grrrr!!!!!!!!!

If someone knows how to make it client side (or maybe it is and my computer just lags) tell me :P

Animations are done client-side. The .dmi is sent to the client, after which the server never needs to communicate with the client about the animation again.
In response to Deadron
so there's no communicating once the animation is sent and told to be in motion?

So there's no looping -

sending to client to tell it to activate animation -

animation ends -

sending to client...

animation ends -


if not then my computer must suck because I have water animations that are definately lagging me lol. I tried turning them off and the game moved smoothly, then when I turned them back on it started to skip on movements.
In response to Jon Snow
Jon Snow wrote:
so there's no communicating once the animation is sent and told to be in motion?

Right.


if not then my computer must suck because I have water animations that are definately lagging me lol. I tried turning them off and the game moved smoothly, then when I turned them back on it started to skip on movements.

Lots of animation can slow things down just because it's overly-CPU intensive (Lummox would know more about this), but it's not a client-server thing.
In response to Deadron
Deadron wrote:
Jon Snow wrote:
if not then my computer must suck because I have water animations that are definately lagging me lol. I tried turning them off and the game moved smoothly, then when I turned them back on it started to skip on movements.

Lots of animation can slow things down just because it's overly-CPU intensive (Lummox would know more about this), but it's not a client-server thing.

To add a little more detail, complex animated icons and windows XP do not mix well. Older versions of windows don't seem to have as much of a problem with them. If you are hosting on windows XP and there are several complex animations on screen, everyone will lag because your server's CPU is having trouble with the load. That is completely different from network lag.

If you leave the region of complex animated icons, but 20 other people are still there, there is no lag because the server CPU isn't processing such a heavy load.

You can reduce the animation CPU load a little by changing to a 16 bit color display instead of 32 bit.
In response to Shadowdarke
ok so if the animations are not directly in view then they are not affecting cpu lag?

That makes sense... Too bad you couldn't have the option to turn off animations for a player hehe :)
In response to Jon Snow
use TextMode more, or just turn of the map entirly when not needed.
In response to Shadowdarke
Shadowdarke wrote:
To add a little more detail, complex animated icons and windows XP do not mix well.

Ah. This explains why I was having so much trouble trying to make a screen flash effect yesterday. =) The CPU usage kept spiking up to 95% or so... this is on an Athlon 1900+ XP.

Hmm... maybe I should turn hardware acceleration down a bit and see if that helps... worth a try anyway.

Edit: Hah! It worksies, yes it does! I should follow my own advice more often...