JinX' d2r development blog

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Re: JinX' d2r development blog

Postby Sirius » Fri May 10, 2013 11:06 am

Descent does have a segment-based visibility culling mechanism - might have been turned off in Rebirth though, and it was never used for player/item network data as far as I'd heard.
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Re: JinX' d2r development blog

Postby JinX » Fri May 10, 2013 5:01 pm

It does, but it's not accurate enough for me to recommend using it to determine any important data.
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Re: JinX' d2r development blog

Postby JinX » Fri May 10, 2013 10:51 pm

Working on implementing an in-game on-screen wireframe map (like the automap) that will be viewable to spectators that will also show all player locations. This, of course, would be optional in a spectator options menu.

Also trying to figure out how to display on-screen details about the current player that is being spectated (selected weapon, shields, energy). I can't think of any good way to do this without sending more packets every time a player does something, which could get convoluted pretty quickly.
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Re: JinX' d2r development blog

Postby JinX » Fri Jun 21, 2013 12:03 pm

For some reason d2r seems to crash other users at random intervals. I'm attempting to resolve this issue, though it's proving to be very difficult to figure out.

Anyway, new additions:

JPG screenshots.
Custom screenshot text.
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Re: JinX' d2r development blog

Postby Icewolf » Fri Jun 21, 2013 12:39 pm

Is there any one, main particular goal, plan ? or just general 'zicofication' of the project (playing around with the code to see what happens)
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Re: JinX' d2r development blog

Postby JinX » Fri Jun 21, 2013 1:30 pm

There's no real main goal, but there are some really big main "to-dos" which were the original start of this project, such as dedicated server, console commands, gametype scripting...

More or less it's just so Rebirth's multiplayer gets a ton more focus and the game becomes much more accessible. I don't want to change the gameplay at all, I just want to make the game overall more accessible and more customizable.
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Re: JinX' d2r development blog

Postby Hawkins » Fri Jun 21, 2013 2:33 pm

That's a pretty well-defined goal.
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