The One Thing MS:C Needs

cartaugrapher

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I have found the one thing that MS:C needs more than anything. You may think it needs new weapons, items or armor but you are wrong. MS:C needs cheese! (in case you haven't realized this is a joke, act accordingly). we need to focus every man possible to make cheese on MS:C, EVERYONE should start working together to make cheese. We're going to need Cheddar, Gouda, Brie, and everything you can think of. We're going to need cheese pastry's, cakes, and souffles. Heck we need a whole cooking skill.

(i wonder how much fire/hate/stupid we're going to get from this!)
 

Dridmar

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Okay here's how the thread is going to go, someone is going to tell you: "If you want cheese and a cooking skill go play Runescape" and then people will start talking about how much it sucks while other people will talk of their experiences playing the game many years ago.

Ready, go!

If you want cheese and a cooking skill go play Runescape.
 

Echo717

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cooking skill? fuck that! we only needz cheese

LOTS AND LOTS OF CHEESE
 

Sabre

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Pie before cheese, n00bs.
 

zeus9860

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Sabre said:
Pie before cheese, n00bs.

Hell no! Cake is ftw, pie is ftl. :mrgreen:
 

vecraude

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God runescape sucks, I remember back then when I was in junior high I would spend hours playing it but now...jeeze it just sucks.

now for something unexpected

I LIEK CHEEEEEZEEEEE :idea: :D
 

Tentadrilus

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And now, for something completely different.

something_completely_different.jpg
 

zeus9860

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god JM, that sure made up the time spent to check out this topic twice today :oldlol:
 

Tradion

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No, we just need to set up fires and campsites and have food models to throw on it for FEWD!! fuck cheeaaze..
 

Red Cell

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To the OP:

That is a horrible idea. You are stupid. I throw more flames on you.
 

Echo717

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Seriously though, what purpose would it serve, that isn't already done by rejuv and potions?
 

Durak

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The only thing MS:C really needs is to get rid of the lag when monsters spawn/lots of spells are cast/people join the server. Not that it's going to happen but it would be awesome to have things spawning without giant lag spikes.
 

Thothie

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They do...

You shouldn't get much lag on monster spawns under a DS, but under a listenserver, you get it as the client and server build monsters at the same time (not much way around that).

Players joining cause mad lag due to the character being streamed from server to client, and all the player scripts being initiated at once. I think Shuriken was the only one who truly understood the player data stream and could do, or was about to do, anything about that, but alas, it's a twisted web that's woven 'neath the players, and difficult to make heads or tails of.
 

Jelly

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Isn't the character loading process a loop of some sort? If it was, it would be simple enough to just add a "wait" of some sort in the loop, right? If t'isn't a loop, then it would involve delving deeper into the code and adding "waits" here and there, right?

EDIT: Oh, and MS:C needs this
big_gun.gif
 

Thothie

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Jelly said:
Isn't the character loading process a loop of some sort? If it was, it would be simple enough to just add a "wait" of some sort in the loop, right? If t'isn't a loop, then it would involve delving deeper into the code and adding "waits" here and there, right?

Sadly, it isn't nearly so simple. The data gets split and rebuilt amongst a few dozen separate functions and stuffed into custom string lists, most of which are handled by separate routines. Further, to keep server and client in sync, the entire character has to be thrust from one to the other without any interrupting packets, thus it must suspend all other activity, and the engine simply isn't designed to send that much data to the client at once. Then there's the matter of item activation, which has to be all done in the same think cycle (so if you have 75 items, that means 75 scripts to be activated). Finally, the server must wait for the client to precache all the extraneous map information, and check all possible precache events against other clients - which isn't an issue in most mods where you have maybe a dozen items and weapons to worry about, but it's quite a strain in MSC, where there are hundreds.

Shuri had ideas for dealing with the item stream data, and for keeping stored inventory scripts inactive until drawn (and made some effort so that they are, at least partially), but the character data stream is so easy to corrupt. It's such a mess - being encrypted both on drive and in memory and managed by a dozen separate routines, indeed, it's so much a mess that I suspect he and Dogg were the only two to ever have even a partial grip on it. MiB's enthusiasm for the project is rapidly waining, so I doubt he'll manage to unlock their secrets anytime soon. Gods know I gave up on it long ago.
 
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