Please keep the topic clean with no spams, no random off topics, no toxic chat or any negativity
Thanks.
Please keep the topic clean with no spams, no random off topics, no toxic chat or any negativity
Thanks.
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.
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?
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
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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.
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 - - -
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 :)
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 ...