Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Till now a minor thing, as they're not really used in campaigns, but after you rejoin they disappear.
i think its because theyre clientsided and the saving is sever sided btut i might be wrong nrever felt it/was an isue for me er wait does switches asave? theyre clientsided too...
thanks hg for making this much better and ty for my avatar aswell
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i think its because theyre clientsided and the saving is sever sided btut i might be wrong nrever felt it/was an isue for me er wait does switches asave? theyre clientsided too...
The first bit is right
Currently secrets are purely client sided, and there are often lots of them, so it doesn't really make sense to keep the server updated whenever you touch one (this could mean hundreds of messages sent per second)...
Switches have to be serversided though (well the actual switches are client sided, but the server keeps track of them all too), as other clients need to know which switches you have enabled so that they can render you falling through them correctly etc. (And theres not usually that many switches, so it doesn't require much data to keep them updated).
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Currently secrets are purely client sided, and there are often lots of them, so it doesn't really make sense to keep the server updated whenever you touch one (this could mean hundreds of messages sent per second)...
I disagree. When you leave the client could sent the array of opened secrets to the server, and then it wouldn't be a problem.
LukeM wrote:Currently secrets are purely client sided, and there are often lots of them, so it doesn't really make sense to keep the server updated whenever you touch one (this could mean hundreds of messages sent per second)...
I disagree. When you leave the client could sent the array of opened secrets to the server, and then it wouldn't be a problem.
is it really that important? most of the time you will remember where the secrets were when you left, besides, i dont think there are any campaigns that use them abundantly
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LukeM wrote:Currently secrets are purely client sided, and there are often lots of them, so it doesn't really make sense to keep the server updated whenever you touch one (this could mean hundreds of messages sent per second)...
I disagree. When you leave the client could sent the array of opened secrets to the server, and then it wouldn't be a problem.
But it can't. The point of the save feature is that it works if the client disconnects completely (for example if you close the page), in which case the server would have no chance to ask the client for the secret blocks, as the client would have already disconnected. For it to work the server needs to be kept up to date in real time, so at any point if the client disconnects it can restore the player from what it already knows.
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strictly speaking, one could make a separate sort of save feature where the player must physically say "hey man, save my secrets right now because I will leave soon." That's not seamless like the constant saving but it would do the trick, no?
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