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Changelog v.0.19 WASP Warfare ChangeLog
    You have not seen the new versions of our mission, the site is available for download version 0.13, but on the server it was possible to test the 0.17 version.
    At the moment, has already reached 0.19, but will not be published, as it is not completely stable and after 0.17-suffering global mutations both relatively multiplayer part (which took a large amount of time), so most of the major and minor bugs have been corrected, as the main problem was and is optimized with respect to the multiplayer part of the mission, in the old missions traffic comes to 1500kbs mission that killed playability at all, at the moment when testing reached 0.19 6 - 15Kbs (tested by a small group of people - developers)
Available for download is 0.20, moreover, very soon.

And now about the latest developments in the mission in 0.19:

    - Completely rewrite all the scripts that relate to data transfer between clients and servers
    - Added a module for data transmission in multiplayer
    - Data is not only from the server to the client and back, but between customers for less load on the server traffic
    - When the player all public data comes not only from the server, and the game is already on the server clients (the largest package)
    - Data transfer possible to minimal 6 - 15Kbs for the player (only the data of the mission, not the Arma 3)
    - Data is transferred not all in a row, and, on request, to nearby and on the sides by the availability of the parties to this data (as an example: data silos and the town passed to all team members (one side) if they were captured and even if lost, all players are within the city and the bunker)
    - Data on the voting for the team commander for certain parties (at the moment does not quite work correctly)
    - Early all the information about the players contained in a public array (including Equipment) now gear and other locally uses information is stored in the player profile, which allows not load a lot of unnecessary data and coming or rubbed communication with the server data will be returned from the impeccably renovated local sources (modified data about the player sent not all, but only changed parameters)
    - Upgrading works and optimized
    - Construction worked, but there were still minor bugs.
    - Purchase weapon works, but not brought to the ideal
    - The transfer of money and the remaining functional and smalls scripts are stable
    - Replaced Server and Clients cycles to update the data and output it with FSM on more suitable, and faster, less processor use
    - I almost forgot about buying units and machines - works, but brought to the ideal


    Well, of all the above it is clear that the main task was the optimization of the mission regarding the multiplayer part of the (traffic), as well as require at this stage of public testing and data acquisition to determine which direction to go on: continue to optimize edit or early bugs bugs and add new features .

     If you have questions about how optimization has been implemented and what methods, write in the comments below.

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