The Pending Question

Hey everyone :D Im writing to as about the release of the Mettallic Pack

JackTL has said many thing about releasing it but not when?


Also ive been reading about(Correct me if im wrong)an extent of a script that increases the Piece limit if so i would liek a little more info about it.


Thnk for reading. :wave:

Comments

  • uhh, thats krash's department *walks away*
  • Also ive been reading about(Correct me if im wrong)an extent of a script that increases the Piece limit if so i would liek a little more info about it.
    Yeah, it "eliminates" the piece limit in a way by spawning objects client-side. It's not very stable and is extremely buggy, though.

    You can look at it at http://www.the-construct.net/forums/showthread.php?t=436.
    Hey everyone Im writing to as about the release of the Mettallic Pack

    JackTL has said many thing about releasing it but not when?
    I have no idea what you're talking about. You sure it was JackTL, because he's long gone, and I think had nothing to do with Metallic (except for making construction). Metallic is being developed by Krash, currently.
  • Structural infinity is not so much buggy (though at points it does have a blip or two) as slow at this point. This is mainly due to the current method of verification on the client side. There also isn't a modified server executable to allow for some ghost space for players/vehicles and etc available at the moment, so anyone who joins a game with over 1024 pieces will not be able to spawn.


    I did say I would try to have an early release for Metallic ready last month, but it had to be pushed back a bit.
  • You should take your time.
  • Oh ok thanks for the info, really no rush just I wanted some info about it

    And about JackTL I didnt know that cause my freind keeps talking about him and the Metallic pack but now i know so thank you :D
  • This is mainly due to the current method of verification on the client side. There also isn't a modified server executable to allow for some ghost space for players/vehicles and etc available at the moment, so anyone who joins a game with over 1024 pieces will not be able to spawn.

    It's mainly to do with preventing duplicate objects, technically. The method chosen was the most basic form possible that deals with the out-of-expected-order transmit/receive of ghost information -- I wanted to get an alpha of the script that actually worked out.

    And actually... said modified server executable does exist. Linker released the relevant patches as part of his gift, and I have a built binary on one of my computers. The only thing missing from this binary is the LAN connection patch, which would take a whole minute to apply with the autopatcher I generated earlier.

    I could spend a few minutes on Friday adding the reserved ghost space to the SI server script. It's a trivial task, so I'm a touch surprised that nobody has made this modification themselves.

    I've calculated that the spatial partitioning system that I have started to program into the client will be a few hundred thousand times faster at detecting duplicates. The lagspike should be imperceptible in the common use scenarios. It just has to be... programmed in.
  • It's a trivial task, so I'm a touch surprised that nobody has made this modification themselves.
    Oooh, so we can help, too?
  • Why else would I make the script open source? So you could gawk at it and stare in awe?

    I have a few minutes now, so I'll be adding the relevant functionality and updating the SI thread.
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