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View Full Version : Clientside options.



Higor
07-04-2012, 07:40 PM
Any game allows a player to tweak part of the game on his end/machine, things like lighting, binds and some other options.
As the mod becomes better optimized, fully using the capabilities of the replication networking system, tweaking posibilities increase vastly.

As previously discussed, Motion Alarm and Nuke Siren lights can be entirely simulated ClientSide, with some options, a player could decide whether to see those lights or not.
A reason being that high radius dynamic lighting lag the game horribly on high resolution displays.

Other stuff like binds, HUD icons positions, Onscreen message priority, Constructor menus (translations?) and other client-only settings can be coded allowing a player to tweak his 'Siege.ini' file to his/her liking.
Another idea is to allow the sgCostructor to record a specific action (persitant through matches via INI) so that it can be used by a global bind, this way, you can select in your base (or your INI) what to build and then hit the global bind in any situation.

Some other changes involving player specific status and options could be stored in a ReplicationInfo actor, that can only be visible on servers and the client owner in order to prevent hacks or exploits.
This actor would be referenced in the sgPRI belonging to that player and it would be used as quick status holder, so that HUD can easily read Nuke % build, Jetpack charge, Invisibility charge, etc all without using heavy iterations per frame.
This could also be the one used to load .INI settings, making the global bind possible (storing the Category/Element) and unreadable in other machines.
An extra posibility of this, is the team radar or (taking it further) global minimap, but that's something for another week.

.seVered.][
07-04-2012, 09:09 PM
Client side optimization's could also benefit communications between players... you could point at a player and press the COVER ME bind and the name would be inserted in the message. It only seems logical that the progressive evolution of the MOD reaches into an INI and INT format, enabling development to be more custom for the individual player preferences.