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Prop Hunt Gamemode

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Scriode:

I quit working on it. I have other things going on that takes my time from programming. Sorry

MARBLE MAN:

I'll give you guys 2 options

Fix up and distribute old version of prop hunt I made

Re-write and do what scriode was doing

Mysteroo:


--- Quote from: Scriode on September 03, 2013, 05:42:50 PM ---I quit working on it. I have other things going on that takes my time from programming. Sorry

--- End quote ---

--- Quote from: MARBLE MAN on September 03, 2013, 05:46:04 PM ---I'll give you guys 2 options
Fix up and distribute old version of prop hunt I made
Re-write and do what scriode was doing

--- End quote ---
If you guys aren't going to work on it, can you post a link to what you have done so someone else can finish it up?

MARBLE MAN:


--- Quote from: Mysteroo on September 03, 2013, 06:37:02 PM ---If you guys aren't going to work on it, can you post a link to what you have done so someone else can finish it up?

--- End quote ---
I'll get it off my other computer in a bit



BluetoothBoy:


--- Quote from: Mysteroo on September 03, 2013, 05:03:42 PM ---I'm no coder so I could be completely wrong, but it sounds like constantly creating and deleting new datablocks several times per round could be quite laggy

--- End quote ---
No, I'm pretty sure creating a datablock wouldn't create any lag. Basically, it's just turning a bunch of data into a reusable resource. The problems start when you try to create/load a datablock to the server and the clients connected don't have the resources to load them properly. Subsequently, those clients crash.

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