This is for Lee in particular, but if anyone else knows the answers, thanks.
1) Going through the source, I have noticed, many, many remnants of what seemed to be a Timer system. I would like to know why it was removed. If it was from time restraints on development, I will continue, but if it was from performance issues, or complications caused by physics (as I think), then I will put noticeably less effort in working on it.
2)It seems that you have a large alpha fading system in place, but while playing the game, I dont notice this. Where is this used mainly, so I can pay attention to detail. I may remove it, or work on it to make it more refined depending on the sections where it is used.
3)I am confused on some of the naming conventions used. You seem to have a section called _Ai_hud. I presume it is used for the Server List, as part of the code of it suggests, but it is quite confusing. Another part I noticed was that you stated:
Quote: "rem avoid bugfix from u62 by restoring the true scaled bound value"
What does this mean exactly? It seems to state avoid fixing a bug...
4) On the multiplayer system, Me and Benjamin have noticed a considerable lack of checks for connection, assurance that data is correct, ect. Is there a real good reason for this? Did it affect performance greatly, or was it again time restraints?
5) On the dynamic shadow system, I have noticed you deleted it citing "performance issues". Were you using lower polygon models than the real models? If so then no issue, but if not, I may look into using a basic character mesh for shadows.
6)
Quote: "rem create super-ground-punch (arbitary usage)"
What is this? I cannot find any other referances to it, but it sounds like a dynamic breaking of the ground on the level.
I have looked through the code on all else and concluded:
1) The slowdowns in FPS are caused by the Script loading. Collision code is very efficient, using elliptical collision.
2) Using PhysX would speed up the physics, while providing more options for objects.
3) The source code has terrible organization, and sorting it out might itself lead to speed increases, do to the exe not having to shift great amounts of code to get to a new gosub routine.
4) Multiplayer revision, while would be good, is not very practical until more checks and balances are put in place. Lag might be stopped a little if a timer system is put in place as well.
If anyone would like any ideas implemented into FPSC, then please tell me, as I am interested in it.
pleading and needing and bleeding and breeding and feeding exceeding..where is everybody? trying and lying defying denying crying and dying..where is everybody?