I thought he said early ejaculations at first was like wtf.
Wet dreams though.
In response to Lavenblade
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Lavenblade wrote:
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Turns out they're using my ancient and horribly put together sound library.... please don't use that, it's trash lol.
I've taken it down because I've neglected to handle the problems it has for years now and I don't feel like fixing/remaking it. I may do so after Lux is finished because I did make a custom sound system for that which works a LOT better, but I've got too much else to work on to adapt it into a library to replace the one that's currently up there. |
In response to Bravo1
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Bravo1 wrote:
I may do so after Lux is finished because I did make a custom sound system for that which works a LOT better, but I've got too much else to work on to adapt it into a library to replace the one that's currently up there. I'll be lurking, waiting, watching. |
In response to Bl4ck Adam
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Bl4ck Adam wrote:
Bravo1 wrote: There's an easy fix for now, which is to check if the mob has a client, and if it does, then send it. That way only the players will have it sent to them. An even better way to do it would be to look at all the clients in the world (instead of all the mobs in view(100), then check if their mob is within the maximum range, and if they are, send the sound. |
In response to Bravo1
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I did the first fix last night, but i'll look into the second!
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In response to Bravo1
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Bravo1 wrote:
An even better way to do it would be to look at all the clients in the world (instead of all the mobs in view(100), then check if their mob is within the maximum range, and if they are, send the sound. Oh man, looping through view() to find potential players is such a terrible idea. hearers()/viewers()? Even worse. Pre-populate a per-layer list of players then just measure delta x/y per-player to filter input. Dealing with the tilemap when not necessary is just a waste of processing power. This approach assumes that you never set the location of a player manually... Because fuck people who do that. If you want to get real fancy, you can use a quadtree. Standard movement overrides (Tile-based): atom Map segmentation stub: var Example Chat stub: #define WHISPER_RANGE 3 |
In response to Ter13
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Oh man, looping through view() to find potential players is such a terrible idea. hearers()/viewers()? Even worse. Yeah, that's why I told them not to. I made the library so long ago and I look at it now and all I can do is reel back in disgust lol. |
I made the library so long ago and I look at it now and all I can do is reel back in disgust lol. I remember when I thought setting oversized bounding boxes on the map was faster than view(). Holy crap was it not. Learning and growing man... Wild ride. |
In response to Bl4ck Adam
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Bl4ck Adam wrote:
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In response to Bl4ck Adam
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To improve the effect here, the gray dirt should also fall and disperse laterally as it is fading.
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Spent last night and the wee hours of this morning on rewriting the way projectiles are handled. projectiles are much more efficient and accuracy is a lot more.. accurate? lol I still need to port over a handful of other projectiles still but this is progress! |
In response to Bl4ck Adam
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Bl4ck Adam wrote:
I love the smell of napalm in the morning. |
In response to Bl4ck Adam
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Another toy...
EDIT: Sorry, not supposed to be a response to Bl4ck Adam. Oops. |
Wet dreams though.