DFA wrote:
i was just looking thru these bugfixes...and i had a comment on this one
the provided bugfix slightly cripples performance of your client...
with 32 FPS, thats 32 checks per second of
Code:
If CanMoveNow = YES Then
Call CheckMovement
End If
so...
why not just add
Code:
GettingMap = True
to Sub SendMap()
above
Call SendData(packet)
Because that wouldn't work.
If you know what you're doing, you could easily re-gain the lost FPS for this very much needed addition.
DFA wrote:
and also...
why add...
Quote:
Client Side
Add this in the top of any module:
Public CanMoveNow As Byte
to the top of any module? thats just promoting disorganization...there should be a proper place for Public variables such as modGlobals.mod
Because it can be at the top of any module.
People at Mirage are
not like the people you find at Elysium and Eclipse.
Everyone who uses Mirage knows how to organise their own source. Not everyone uses modGlobals, they may find that it is more useful for them to put all their dynamic variable declares at the top of modGameLogic, or they may have their own module for this kind of thing.
Please keep in mind that no-one here requires that kind of 'babying'.
_________________
Quote:
Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?