Weaponsmith Archive

Thread: Question about which Stock and Scope are 100% viewable to everyone without a doubt on a DXR6 carbine

Armando2
Sun Mar 14, 2004 11:11 pm
#1


Heh which one is it, this is driving me batty, I just had a dxr6 made with a stock and scope, I can see it but I no one else can. I gave it to somebody and same result I couldn't se it!! [ batty ]

thank you in advance =(

Message Edited by Armando2 on 03-14-2004 10:12 PM



Ex Star wars Galaxies Player, canceled account.
Wargfang
Mon Mar 15, 2004 12:19 am
#2

I think customisations are only dispatched to the owning client (you can imagine the server-client clutter of having to send this to all clients with LOS). Thus you only see the uniqueness yourself.


That is my thunking anyway. Bob'the Builder


LLJK_Griz
Mon Mar 15, 2004 2:21 am
#3

There are NO stock/scope/barrel items which are visible to anyone else when you're holding it. It's just the way the game works.



POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
Bermag
Mon Mar 15, 2004 8:17 am
#4

It should not be that hard to implement and not necessary any worse performance. You only need to send an id which weapon it is (probably done already) and which scope and stock is used (only an id).



---
Bermag [SiyBer Arms]

ex-NGE 12 pt Master Weaponsmith/FS Crafting Mastery- Wanderhome
Corellia: (Coronet -200, -5500) Dantooine Imp op -4422 -2383
High quality and low price
Now playing Eve
LLJK_Griz
Mon Mar 15, 2004 10:30 am
#5

They claimed it was for bandwidth reasons, but this makes no sense. A one-byte data field has 256 possible values;eight varieties of scopes and barrels only produces 64 combinations. Add in stocks (which do not have selectable stylesand thus require only an on/off value) and you can code every possible combination of weapon parts in seven bits.In a player event of epic proportions (200 people), the additional data being transmitted would only be 0.2K/sec, assuming thatall players involved arewithin thedraw range of the client.Situations like thisare extremely rare, and that many players in visual range at once would cause framerates to be so low that the extra bandwidth usage would be a non-issue.


Based on my observations from playing SWG on a horrible AOL dialup connection over winter break, the game doesn't seem to ever require more than 4k/sec, even in 10v10base defenses with 40 NPCs around. The bandwidth excuse was probably invented to cover up some idiotically short-sighted programming that didn't allow for visible wielded weapons and isn't patchable to a better system.



POKEY THE PENGUIN SIG REMOVED BY GARVA BECAUSE "Just because you are crafty enough to get around the technicality of it being a .jpg or .gif does not mean it is not an image, it is not ascii art, it is an image" SO HERE IS MY NEW SIG.
HUGE UGLY SIG
Armando2
Mon Mar 15, 2004 9:43 pm
#6

/cry



Ex Star wars Galaxies Player, canceled account.
Wargfang
Mon Mar 15, 2004 10:05 pm
#7

ah but....and dont for one moment confuse me with some sort of SOE apologist.

If you run into a cantina and there is 40 players in there, each with their own customized version of a weapon then the weapon, stock and scope type of each player must be dispatched to you before you see them...thus whenever a player comes into your sphere of knowledge it has an impact (and whenever a player readies a weapon all other players withing the sphere of influence must be informed).

When players have their pets/speeders out at the starport entrance is it quicker or slower and that too is just a few extra bites being sent out on the same line (at inception) to multiple clients.

Be Well, Bob'the Megabit
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