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Re: Structuring Deviation

Posted: 2009-10-15 10:41
by Celestial1
Well, adrenaline tends to counteract the effect of less-than-critical wounds (a serious leg injury can be overcome solely by a heavy adrenaline rush from fear of death) so a man shot would not likely start limping nor sprinting if he were shot in the leg, he'd keep moving likely not even noticing he was shot until he calmed down or saw blood.


I was told today by Jaymz and Katarn (bless 'em for dealing with my incoherency at that time of the morning, had already been up for around 15 hours or so, and had 8 hours of classes coming up in 3 hours so I wasn't looking forward to it...) that the biggest issue with deviation is server stress. A local server with just a few players has the deviation that was intended. A server with 64 players all doing many things that send information back and forth between client and server causes hangups in the server's frame-rate which dictates how long deviation will take to settle.

This means that a 5 second deviation in coding may translate to a much longer time in a full server. It is still possible to implement these 'easy' values, however, it may not be of much help when the values are skewed due to server stress.

I figure we'll have to wait and see whether the coders can figure out something that works in these conditions, and whether it is worth the work.




Thread has pretty much reached it's conclusion, I think. If you have any questions, feel free to post them, and I'll try to help or clarify what I've said.