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	<title type="html"><![CDATA[Faldon Forums - 2025/2/7]]></title>
	<link rel="self" href="https://www.faldon.org/feed/atom/topic/7733/"/>
	<updated>2025-02-11T17:17:58Z</updated>
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	<id>https://www.faldon.org/topic/7733/</id>
		<entry>
			<title type="html"><![CDATA[Re: 2025/2/7]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/73839/#p73839"/>
			<content type="html"><![CDATA[<p><a href="https://outplayed.tv/media/0KPk8v" rel="nofollow">Mechanics Video from Discord</a></p>]]></content>
			<author>
				<name><![CDATA[Mister Rob]]></name>
				<uri>https://www.faldon.org/user/3678/</uri>
			</author>
			<updated>2025-02-11T17:17:58Z</updated>
			<id>https://www.faldon.org/post/73839/#p73839</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2025/2/7]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/73838/#p73838"/>
			<content type="html"><![CDATA[<p>I uploaded a video to the discord to highlight what I&#039;m talking about, It&#039;s probably the easiest way to explain. But, I could send it elsewhere if that makes more sense for you to see it.</p>]]></content>
			<author>
				<name><![CDATA[Mechanic]]></name>
				<uri>https://www.faldon.org/user/4074/</uri>
			</author>
			<updated>2025-02-10T21:04:21Z</updated>
			<id>https://www.faldon.org/post/73838/#p73838</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2025/2/7]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/73837/#p73837"/>
			<content type="html"><![CDATA[<p>Oh, it does send them from adjacent sectors. But to determine what sectors to include, it uses a fairly small bounding box. So usually it&#039;s just the current sector, and as you approach the next sector, that next sector as well. Most of the time, it&#039;s 1-4 sectors. For 1080 height, I&#039;d expect it would be zoomed in 2X. Is this not the case?</p>]]></content>
			<author>
				<name><![CDATA[James]]></name>
				<uri>https://www.faldon.org/user/2/</uri>
			</author>
			<updated>2025-02-10T20:13:26Z</updated>
			<id>https://www.faldon.org/post/73837/#p73837</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2025/2/7]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/73836/#p73836"/>
			<content type="html"><![CDATA[<p>Ah, that makes sense. It would be a big QOL improvement if you could render monsters and NPC&#039;s in adjacent sectors. As it sits when you&#039;re playing in 1080 it often gives the feel you&#039;re in a empty area then bam, monsters appear on top of you as you move. Or, NPC&#039;s appear to blink in after a brief delay.</p>]]></content>
			<author>
				<name><![CDATA[Mechanic]]></name>
				<uri>https://www.faldon.org/user/4074/</uri>
			</author>
			<updated>2025-02-10T19:55:23Z</updated>
			<id>https://www.faldon.org/post/73836/#p73836</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2025/2/7]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/73835/#p73835"/>
			<content type="html"><![CDATA[<p>The server currently assumes a sight area roughly around the original 640x480 view. So if you are more zoomed out it won&#039;t be sending anything for far-off sectors. I actually hadn&#039;t noticed this in practice, probably because mine is 2X but effectively 800x600, and the view code is sector-based so not so precise as to what it doesn&#039;t send.</p><p>I don&#039;t think this will help with that, but I do hope to eventually clean up the view code.</p>]]></content>
			<author>
				<name><![CDATA[James]]></name>
				<uri>https://www.faldon.org/user/2/</uri>
			</author>
			<updated>2025-02-10T19:22:52Z</updated>
			<id>https://www.faldon.org/post/73835/#p73835</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: 2025/2/7]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/73834/#p73834"/>
			<content type="html"><![CDATA[<p>I wonder if this will help with scenarios where multiple monsters are spawned, such as events, where the monsters don&#039;t actually seem to be there till you&#039;re in the middle of 20 of them. For example, when you&#039;re running sewers or pit there are 20-25 monsters spawned at a time.&nbsp; You might cast a spell in sector x while your character is in sector y, no spells hit. When you move into x, all the monsters in that sector appear at once and gang up on you.</p>]]></content>
			<author>
				<name><![CDATA[Mechanic]]></name>
				<uri>https://www.faldon.org/user/4074/</uri>
			</author>
			<updated>2025-02-10T19:14:15Z</updated>
			<id>https://www.faldon.org/post/73834/#p73834</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[2025/2/7]]></title>
			<link rel="alternate" href="https://www.faldon.org/post/73832/#p73832"/>
			<content type="html"><![CDATA[<p>There was no update this past week.</p><p>I didn&#039;t have time to make a complete update. I&#039;ve been working on both the client and server:</p><p>- The client now uses a unified map library. It uses it for save, load, and for decompressing patches.<br />- The server now uses this same unified map library. It uses it for loading and compressing patches.<br />- The server&#039;s scripting, pathfinding, and database handling (mail, market, pets) are now all combined into the same C library, instead of being three separate libraries. This library can also independently send packets over the network, instead of relying on the VB server code for the task.</p><p>What I&#039;m doing next is:</p><p>- Making the server use Art.frc instead of the disparate Resource.* files.<br />- By doing this, the unified map library will be able to generate obstacle information itself.<br />- After this, short term, I will start on a map editor in the client. Previously, obstacle information was uploaded by the client alongside the map sectors. But it meant the client and server actually stored their maps differently. I don&#039;t want to rewrite this in the client. I want the map library to figure it out by itself.<br />- After this, long term, I can move the pathfinding code into the unified map library. This lets me have, eventually, unified pathfinding between client and server.<br />- Unified obstacle information also lets me do a better job of pathfinding with stairs. Right now, it works rather badly on the server.<br />- Once all this unification is complete I will have the ability to change the map format itself. My goal is to have a map format where sector music, sector sounds, and spawns are all stored together.</p>]]></content>
			<author>
				<name><![CDATA[James]]></name>
				<uri>https://www.faldon.org/user/2/</uri>
			</author>
			<updated>2025-02-10T17:57:41Z</updated>
			<id>https://www.faldon.org/post/73832/#p73832</id>
		</entry>
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