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Yeyinde's WIP Gamemodes

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Yeyinde:
Alright, it's time for an update on the Assassination game mode!  I've been doing some playing around, and I think I've found a nice work around the radar issue.  I'll let this image summarize it up:

(Click on the image for the full resolution)

As you can see, the target string now shows what character they are and their distance from you in metres.  Other changes include the introduction of the ass_silencedbonus and ass_meleebonus cvars, which multiply the points you can gain (or lose!) with silenced or slapper/knife kills.  They are defaulted to 2 and 3, respectfully.

There are still a few bugs to work out, like properly selecting a new target if the one you have suddenly disconnects.  A little hard to get that working when all you have for testing is your brother's computer while he's out working, however.  I'd appreciate any help on getting these last few things fixed up.

PPK:
I like how that is turning out. I'd lend you a hand but I'm swamped with Uni work at the moment. If I'm available to help, I'll let you know. I also like the prefixes you chose.

killermonkey:
be careful with network bandwidth. Sending messages to 32 players every think cycle will bring the server to its knees...

If you haven't already, I suggest adding a timeout to do distance updates every 200 ms or slower.

Yeyinde:

--- Quote from: PPK on July 08, 2010, 09:35:24 pm ---I like how that is turning out. I'd lend you a hand but I'm swamped with Uni work at the moment. If I'm available to help, I'm let you know. I also like the prefixes you chose.

--- End quote ---
Thank you!  Any help is appreciated, even if it's not right at the moment. :)  And the `ass' prefix just seemed logical at the time, so it stuck.


--- Quote from: killermonkey on July 08, 2010, 10:01:41 pm ---be careful with network bandwidth. Sending messages to 32 players every think cycle will bring the server to its knees...

If you haven't already, I suggest adding a timeout to do distance updates every 200 ms or slower.

--- End quote ---
Hmm, yes.  That is quite a true fact to bring up.  The available zip'ed code just updates the hud text if the distance between the two changes, however I'll be adding that timeout check to call the updating function to the next release to help ease up on the bandwidth a bit more.

killermonkey:
well the optimal solution would be to combine timeouts with rolling updates and change checks. Basically you batch update the players. Players 1-5 go in the first 50 ms, players 6-10 in the next 100ms, players 11-15 in the next 150ms, etc. etc.

That would spread the network load out evenly if you were sending multiple messages and update progress bars and doing radar changes. Since you are just doing a message update a simple timeout "burst" update will work fine. The backend to the GEUtil.HudMessage function is rather optimized already.

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