[Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

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  1. #121

    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Please keep the topic clean with no spams, no random off topics, no toxic chat or any negativity

    Thanks.

  2. #122
    Enthusiast Bruno Ibanes is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    I could be wrong, but Louis already made this FPS modification on the client and said that running the MU above 30 FPS can cause some problems, the game was not designed to work like that. So maybe it would be nice to modify the client to run at a fixed 30 FPS and not 20~27 FPS.

    See:

    Last edited by Bruno Ibanes; 05-08-21 at 08:11 PM. Reason: Correction in the explanation.

  3. #123
    Account Upgraded | Title Enabled! Odisk is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Bruno Ibanes View Post
    I could be wrong, but Louis already made this FPS modification on the client and said that running the MU above 30 FPS can cause some problems, the game was not designed to work like that. So maybe it would be nice to modify the client to run at a fixed 30 FPS and not 20~27 FPS.

    See:

    The problem with increasing the fps not only increases the amount of fps, but also the speed of movement of the characters that would cause a speedhack if you have an antihack server side will disconnect it I would recommend to increase the Flauidez of the window but not the animation of the characters.

  4. #124
    Enthusiast Bruno Ibanes is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Odisk View Post
    The problem with increasing the fps not only increases the amount of fps, but also the speed of movement of the characters that would cause a speedhack if you have an antihack server side will disconnect it I would recommend to increase the Flauidez of the window but not the animation of the characters.
    The antihacker in his files are very easy to configure, what he says in the video is that the speed of the animations can cause server lag.

    I don't particularly think it's a problem on small servers, but on large servers, it should be something to think about.

    If the game was running at 20 FPS and now it's running at 120 FPS, isn't each player sending 6x "more information" per second or am I following some wrong logic?

  5. #125

    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by SmallHabit View Post
    Hey guys. BTW, here is the result of 5 minute look into client, FPS is capped to monitor refresh rate, I just made few changes in code to keep animation and camera movement properly. I don't know why WebZen never improved this.

    The "correct" way would be to modify the rendering of the BMD models, so instead of transitioning to the next "animation frame" immediately - you would lerp between the current and next animation frame (lerp the bone position)

    This way the animation looks smoother but the game speed remains the same

    This is essentially what I did with my Unity mu project (you can see an example below, but note that due to video recording it jitters a bit - in reality its smooth)

    https://i.gyazo.com/eefc86589d9e1fd4...39f3b50238.mp4

  6. #126
    CAARL, THAT KILLS PEOPLE! SmallHabit is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Bigman View Post
    The "correct" way would be to modify the rendering of the BMD models, so instead of transitioning to the next "animation frame" immediately - you would lerp between the current and next animation frame (lerp the bone position)

    This way the animation looks smoother but the game speed remains the same

    This is essentially what I did with my Unity mu project (you can see an example below, but note that due to video recording it jitters a bit - in reality its smooth)

    https://i.gyazo.com/eefc86589d9e1fd4...39f3b50238.mp4
    The rendering of animation already have some lerp (webzen uses it), so when I multiply animationSpeed on deltaTime the effect is the same as on your video.

  7. #127
    Account Upgraded | Title Enabled! Odisk is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by Bruno Ibanes View Post
    The antihacker in his files are very easy to configure, what he says in the video is that the speed of the animations can cause server lag.

    I don't particularly think it's a problem on small servers, but on large servers, it should be something to think about.

    If the game was running at 20 FPS and now it's running at 120 FPS, isn't each player sending 6x "more information" per second or am I following some wrong logic?
    yes you are right the game is designed for a certain time in fps if webzen itself has not tried it.

  8. #128
    0x4D696E68 myheart is online now
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by solarismu View Post
    Just one question. Do you have to calculated new positions/colors/lighting/... of every objects every single frame ??? 144Hz -> 7ms per frame, the CPU/GPU calculated new rendering info every 7ms... COSTLY WASTEFUL !!!! This is not a MOBA / FPShooters AGAIN.

    If you say no. then im done.

    Btw, due to long term computer using (and aging), the eyes become weak. So 120Hz & 144Hz are nonsense with me.
    why do you need to computing them all for every single frame? don't answer, you don't need
    you can update them every 40ms and render every 7ms

  9. #129
    Account Upgraded | Title Enabled! solarismu is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by myheart View Post
    why do you need to computing them all for every single frame? don't answer, you don't need
    you can update them every 40ms and render every 7ms
    LOL, do you know what you are talking about ???
    The 144Hz rendering will make the game SMOOTHER with LERP / SLERP.
    If you update the positions after every 40ms (25FPS) then throw your 144Hz monitor to the trash. because the monitor renders the same thing in 40ms (7 frames repeated), which a 30Hz monitor can do same.
    HELL, can't believe it... I'm done. Thanks for "don't answer", I'm really done.

  10. #130
    Account Upgraded | Title Enabled! ftewegw1 is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by solarismu View Post
    LOL, do you know what you are talking about ???
    The 144Hz rendering will make the game SMOOTHER with LERP / SLERP.
    If you update the positions after every 40ms (25FPS) then throw your 144Hz monitor to the trash. because the monitor renders the same thing in 40ms (7 frames repeated), which a 30Hz monitor can do same.
    HELL, can't believe it... I'm done. Thanks for "don't answer", I'm really done.
    You, don't need to update state every time you render something. This is elementary. Even single player games don't do this. You can actually make this client run in smoother fps without flooding the GameServer OR breaking the game logic, but I doubt it will be as easy as modifying a few line of code since this is a game that was build from the ground up taking into consideration restrictions that are irrelevant today.

  11. #131
    #ChangeBrazil SmileYzn is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by ashlay View Post
    Yes the gameserver 1.00.93 source is there they probably will do something if webzen issue a dmca claim.
    Hheheehhe i have sure that will never do anything :P

    Three questions:

    1. Possible to re-write the cashShop library? Soo we can use a newest toolset and more moderns compilers not only newest source editors like Visual Studio in client.
    -> I do not see any advantage to use vc90 toolset to compile in Visual Studio 2019 as editor? Holy crap, users still debating ASM vs C++ and use Visual Studio 2019 to compile with vs 2008 vc90
    2. About cashshop, maybe will possible restore CashShop like as season 4.5?
    3. Extends the game client to be used in other platforms?

    Ps. My Season 5.5 server runs well the compiled client with this sources!

  12. #132
    Proficient Member Sam3000 is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by SmileYzn View Post
    Hheheehhe i have sure that will never do anything :P

    Three questions:

    1. Possible to re-write the cashShop library? Soo we can use a newest toolset and more moderns compilers not only newest source editors like Visual Studio in client.
    -> I do not see any advantage to use vc90 toolset to compile in Visual Studio 2019 as editor? Holy crap, users still debating ASM vs C++ and use Visual Studio 2019 to compile with vs 2008 vc90
    2. About cashshop, maybe will possible restore CashShop like as season 4.5?
    3. Extends the game client to be used in other platforms?

    Ps. My Season 5.5 server runs well the compiled client with this sources!
    CashShop just downloads some data from web by http/https/ftp and whatever more it can. Just use any other library in code...

  13. #133
    Member YolaxD is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by SmileYzn View Post
    Hheheehhe i have sure that will never do anything :P

    Three questions:

    1. Possible to re-write the cashShop library? Soo we can use a newest toolset and more moderns compilers not only newest source editors like Visual Studio in client.
    -> I do not see any advantage to use vc90 toolset to compile in Visual Studio 2019 as editor? Holy crap, users still debating ASM vs C++ and use Visual Studio 2019 to compile with vs 2008 vc90
    2. About cashshop, maybe will possible restore CashShop like as season 4.5?
    3. Extends the game client to be used in other platforms?

    Ps. My Season 5.5 server runs well the compiled client with this sources!
    https://imgur.com/DH6g
    boy is it possible to rebuild the libs :)

    - - - Updated - - -

    Quote Originally Posted by Sam3000 View Post
    CashShop just downloads some data from web by http/https/ftp and whatever more it can. Just use any other library in code...
    You're wrong, downloading the files is only a small part of what that library handles.ps: the library did not change in its internal functioning until today, they only added a few lines of code that can be decompiled without any problem :)

  14. #134
    #ChangeBrazil SmileYzn is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by YolaxD View Post
    https://imgur.com/DH6g
    boy is it possible to rebuild the libs :)

    - - - Updated - - -



    Sorry but you're wrong, downloading the files is only a small part of what that library handles.ps: the library did not change in its internal functioning until today, they only added a few lines of code that can be decompiled without any problem :)

    Do not Just repply without know about.
    These libs of cashshop have only the headers .h files. Not have .cpp and im not talking about download lib, but cashshop itself.

  15. #135
    Member YolaxD is offline
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    Re: [Development] Source Mu Main 1.03.35 [Season 5.1 - Season 5.2]

    Quote Originally Posted by SmileYzn View Post
    Do not Just repply without know about.
    These libs of cashshop have only the headers .h files. Not have .cpp and im not talking about download lib, but cashshop itself.
    Didn't you ask this?

    "1. Possible to re-write the cashShop library? Soo we can use a newest toolset and more moderns compilers not only newest source editors like Visual Studio in client."


    surely you don't know the meaning of rebuild, so you understood that I recompiled the libraries, but no, decompile and rewrote all the libraries ...



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