Comments (4)
Alternately, if the server says "p1 hit p2 for the nth time" then the client-side JS can use p1:p2:nth to determine the text. Dunno which is better, just saying.
from ninjanode.
That is actually how it works currently! A system message comes in and gives source, target type of events, also includes type of weapon involved. Client side then renders the message into text and posts it. The whole reason I would change this to serverside, is to keep it random, AND have a separation of the two systems. If random from the serverside, it would have to know how many different messages there were. If random from clientside, users might all see different messages. Kinda sounds like I need to make it rendered server side just to keep the division clean: clients simply output system messages as they come in.
from ninjanode.
Where that best fits I don't have an opinion. I'm just saying that you could have a simple rotation and just use a msgid to increment across it.
Serverside is good though because you could expose the play-by-play via a readonly client
from ninjanode.
Yep, agree there. I think the whole reason I moved it client-side was because It doesn't require a server restart to see changes ;)
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Related Issues (20)
- Power Up: Ghost / Cloaking HOT 1
- Warp: Ship ability
- Warning Claxons: Low shields or lots of damage HOT 3
- Rapid acceleration/deceleration when moving horizontally or diagonally HOT 1
- Mines: Permanence? HOT 1
- Mines: Magnetic?
- New Weapon: Slow gun
- Mines: Colors
- Map Edge Wrapping - a plausible solution?
- New Weapon/Powerup: Turrets
- New Weapon/Powerup: Warp mines!
- Ping registered users to play
- Home Planets / Spheres of Influence
- Emergency Distress Beacon
- Bug: Thrust sound stays on HOT 1
- Instant Replays HOT 1
- Screen shakes when hit HOT 1
- Volume adjustments!!!
- Could this be made into a "3D" game?! HOT 3
- New Ship Icons: Ability to upload a ship HOT 4
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