Time |
Nick |
Message |
04:52 |
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05:00 |
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05:40 |
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08:00 |
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09:11 |
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09:28 |
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09:41 |
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10:26 |
celeron55 |
the MT server literally doesn't even have any image manipulation library linked into it |
10:26 |
celeron55 |
the only thing it can do to images is transfer them as files |
10:26 |
VanessaE |
makes sense |
10:27 |
VanessaE |
so the issue is client-side and something's causing the image to gain an alpha channel with a particular amount |
10:30 |
VanessaE |
though it bugs me a little that my client throws all those alpha warnings for images that definitely had alpha originally, while at the same time rendering them "properly". |
10:32 |
VanessaE |
er |
10:32 |
VanessaE |
that definitely did NOT have alpha originally. |
10:34 |
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12:16 |
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17:04 |
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18:22 |
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19:13 |
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19:51 |
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20:02 |
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20:05 |
Jordach |
i've come to a critical impasse for my game development: it's as follows |
20:06 |
Jordach |
1) implement a server downloadable CSM that bootstraps a client to allow full clientside cosmetic objects |
20:06 |
Jordach |
or 2) continue with the increasing load level of handling more entities in the server's on_step |
20:06 |
Jordach |
(current bandwith for two clients connected is 0.05mbps) |
20:07 |
Jordach |
what i wouldn't mind is servers *asking* clients of certain CSM mods exist |
20:09 |
Jordach |
i can then shove all HUD update elements into a clientside thing and just have the server asyncronously send updates |
20:09 |
Jordach |
thereby dramatically reducing the required number of packets |
20:09 |
rubenwardy |
> what i wouldn't mind is servers *asking* clients of certain CSM mods exist |
20:09 |
rubenwardy |
you can do that using mod channels |
20:10 |
Jordach |
they still need to be enabled *beforehand* |
20:10 |
Jordach |
i mean during the initial connection part |
20:11 |
Jordach |
as long as the basic "enable CSM" is on, the server can selectively turn on client mods |
20:11 |
Jordach |
rather than enable them globally |
20:24 |
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21:00 |
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21:27 |
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22:34 |
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22:37 |
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22:44 |
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22:44 |
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22:48 |
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