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  #1  
Old 04-03-2006, 07:50 PM
jake13jake jake13jake is offline
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Clientside Sign Detection

I'm suggesting this, not because I think all sign reading should be done clientside, but because I think the player should be able to stop moving when they've encountered a sign--- a sign that they're reading a sign.

Perhaps there could be a fade-in effect for the sign's background to pass the time for the entire sign to load.
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Old 04-03-2006, 08:00 PM
Warcaptain Warcaptain is offline
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Sign reading is serverside so that translations can work. If you do it clientside then youd have to load up the translations into the client on startup which could possibly take a long time if a server has a full translation (like I think Graal Kingdoms does) Also you can do this sort of thing yourself with testsign()

Last edited by Warcaptain; 04-03-2006 at 08:59 PM.. Reason: sorry, mistype.. you get it though
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Old 04-03-2006, 11:24 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Warcaptain
Sign reading is serverside so that translations can work. If you do it clientside then youd have to load up the translations into the client on startup which could possibly take a long time if a server has a full translation (like I think Graal Kingdoms does) Also you can do this sort of thing yourself with testsign()
testsign works clientside? don't know if I've tried. I know that uhh... signs[index].x,y works only serverside though.
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Old 04-04-2006, 05:10 AM
Warcaptain Warcaptain is offline
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Yes, testsign(x,y) works clientside

also
NPC Code:

TServerSign (TLevelObject):
text - string

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Old 04-04-2006, 06:11 PM
Admins Admins is offline
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The server doesn't send signs, it's also a way to reduce the data that is sent to the client. The detection for if someone is touching a sign is done on serverside, and the translated text is then sent to the client. On the clientside it is displaying the sign, and you can check with 'if (playerreading)' (or player.reading in new scripting engine) to know if the player is reading a sign.
Normally the lag is not that much that you actually notice a delay between touching and seeing the sign, for a fade-in effect it might be interesting to do your own sign-system. Eventually it should be made easier to fade-in / fade-out GUI controls.
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  #6  
Old 04-04-2006, 06:44 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Stefan
The server doesn't send signs, it's also a way to reduce the data that is sent to the client. The detection for if someone is touching a sign is done on serverside, and the translated text is then sent to the client. On the clientside it is displaying the sign, and you can check with 'if (playerreading)' (or player.reading in new scripting engine) to know if the player is reading a sign.
Normally the lag is not that much that you actually notice a delay between touching and seeing the sign, for a fade-in effect it might be interesting to do your own sign-system. Eventually it should be made easier to fade-in / fade-out GUI controls.
Yea, I guess so. I'm probably just being lazy by suggesting this.
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