Crossfire Mailing List Archive
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Re: Monster damage indicators.
- To: crossfire (at) ifi.uio.no
- Subject: Re: Monster damage indicators.
- From: Jason Venner <>
- Date: Mon, 28 Nov 1994 16:58:35 -0800
- In-reply-to: Your message of "28 Nov 1994 19:27:27 EST." <>
You could have a set of different glyphs for the monsters, or have a
set of overlay tiles that are stippled into the rendering for damaged
monsters.
As part of the response to the client, the server could encode the
%damaged information and the client could then select an applicable
rendering mechanism.
> -- using template mhl.format --
> Date: 28 Nov 1994 19:27:27 EST
> To:
>
> From: (Preston F. Crow)
> Subject: Re: Monster damage indicators.
>
> From Mon Nov 28 16: 52:10 1994
> Reply-To:
>
> > The other problem I se with adding those indicators has to deal with
> >new client/server. Printing those out will probably flood the link
> >even worse than what happens right now (plan for the present attacks
> >is to buffer them up, and print them out in bunches (ie, 15 times you
> >hit beholder hard).
>
> This brings up something I've always wondered...
>
> For the client/server, why is anything being sent as ASCII? You could
> probably have most standard text strings built in to the client, so you
> only have to tell it to print string number 17017. If all commands are
> encoded in a 16-bit enum, this means 4 bytes per hit response, regardless
> of the message to be printed.
>
> Of course, this means that you need to deal with translating between
> endian formats, but that's not too hard to incorporate into the
> networking code.
>
> If we are serious about playing over low bandwidths, ASCII needs to go.
>
> --PC
>