That's neat. I assume it uses 'isSightClear' or a similar method to filter moveable items and creatures out the player's vision range in the outcoming packet? But then you would have to create another method to be called on player move to re-check their close vision range (not just out-of-screen).
Is there any client interaction on this?
Yeah, I noticed the player light is the official one, that's why I thought on mentioning light hacks and such, but then I assumed it uses a server-sided radius. Now that you said it, are the "secondary" (non-self) light sources created by singular tiles? Also, are you gonna post its code?It doesn't matter if you can "see" the torch or not using isSightClear. You can see the light the torch is giving off even if the torch is hidden around the corner.
I'll explain more once I finish the system and have it nearly perfected. (If you notice, the light from your player, is not the "new light". It still uses the old light that can go through walls and stupid stuff)
Yeah, I noticed the player light is the official one, that's why I thought on mentioning light hacks and such, but then I assumed it uses a server-sided radius. Now that you said it, are the "secondary" (non-self) light sources created by singular tiles? Also, are you gonna post its code?
So it will also hide creatures on a dark tiles?I might.
There is a way you could edit it to "kind of" work on the normal client. But my current one requires the OTClient have changes to it as well.
Lighthacks will always work unless you simply don't send the tiles underneath the darkness..
Which I might do. (Any tile that you do not have line of sight to I might not send to the client)
This is kind of tricky since you'll have to filter out only creatures and moveable items in order to keep the game screen showing ground, walls and map decorations even into the dark. Anyway, it looks delicious, it would be nice if you could post it for studies.Lighthacks will always work unless you simply don't send the tiles underneath the darkness..
Which I might do. (Any tile that you do not have line of sight to I might not send to the client)
This is kind of tricky since you'll have to filter out only creatures and moveable items in order to keep the game screen showing ground, walls and map decorations even into the dark. Anyway, it looks delicious, it would be nice if you could post it for studies.
brah! you ruined the drop!
music dropLol what drop. Do you mean I ruined the surprise?
I think that should increase fps, as when those pitch black tiles won't send anything, then there won't be any draw calls. Am I right?
You forgot the constant texture bind that is source of all lag in the game screen.FPS isn't an issue if you don't draw giant light sources in the OTClient.
The top 3 issues with the OTCLient in terms of optimization are:
I have done a bit of 1 and 2, I have not worked on 3 yet.
- The battle List Sorting is terrible and needs to be completely redone.
- The lighting system is horrible and needs to be completely redone.
- Animations and Outfits could use a little optimization but aren't too bad.
The lighting system I use simplly uses a lot of small lights with no overlaps. Rather than the constant large over-lapping lights of the original client.
amazing
You forgot the constant texture bind that is source of all lag in the game screen.