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Project :: CrystalSeven (Next level customization)

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Old 03/05/2014, 22:43   #136
 
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Nothing new, but good job.



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Old 03/06/2014, 22:14   #137
 
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By now, Mobs, Traps, Effects, Bots and Triggers are instanced.


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Old 03/07/2014, 02:27   #138
 
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Sounds like a ton of work.. to create a name that abvreviated is e.p.i.c.
The systems looks pretty good, keep the good job
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Old 03/09/2014, 18:06   #139
 
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ohhh id love to play this server look like a brand new game rather than a old conquer source


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Old 03/11/2014, 03:08   #140
 
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Quote:
Originally Posted by patcac-patcac View Post
ohhh id love to play this server look like a brand new game rather than a old conquer source
Well sign up at our forums and get alpha access, simply introduce yourselfe, point out your expirience and skills, i check back everytime i need to test something and pick suitable ppl!



Alot of code cleanup and optimization happened:

We got rid of all P/Invokes to get a step closer to MONO compatibility and to eliminate potential weak spots wich are harder to debug.

That beeing said, Ive implemented a whole new INI class wich is fully managed and caches writes for superiour performance compared to our original system.

The Database was changed alot aswell. Optimized almost every part of it to utilize the new class and its caching abilities.

E.P.I.C is almost on a stable state aswell. Stay tuned for more updates!
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Old 03/21/2014, 12:44   #141
 
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After spending 3 weeks of researching Pathfinding algorithms, Ive finally implemented my own variation of A*!

I implemented several algos i found on the nets and was always dissappointed by how slow they were. Average 80ms for a straight line without obstacles and a huge 170 ish ms for a path like the one I showed in the video.

Sorry for my voice, its been 26 hours since I last slept also im on a sugar / coffein shock and my body is shaking. Thats just how I roll.

A* PathFinding!



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