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		<title><![CDATA[Latest posts for the topic "Fluid Regeneration"]]></title>
		<link>https://www.disastrousconsequences.com/dcforum/posts/list/1.page</link>
		<description><![CDATA[Latest messages posted in the topic "Fluid Regeneration"]]></description>
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			<item>
				<title>Fluid Regeneration</title>
				<description><![CDATA[ I have a patch that I have made that I want the public to speculate and accept or decline.

This patch causes regenerative abilities (Regeneration, Adrenal Drip) to affect your attributes in a fluid manner.  That is, if you have Regeneration 4, you do not gain four Health every second, but rather, you gain one health every quarter-second.  The actual rate of regeneration is exactly the same, but is more consistent.  I have tested this patch myself, and it functions excellently.

So, questions, comments, criticism, compliments!]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2844.page#24982</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2844.page#24982</link>
				<pubDate><![CDATA[Sun, 21 Jan 2007 11:36:40]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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				<title>Re:Fluid Regeneration</title>
				<description><![CDATA[ Having anything calculated at every quarter of a second would create unecessary strain (and therefore lag) on the server.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2844.page#24985</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2844.page#24985</link>
				<pubDate><![CDATA[Sun, 21 Jan 2007 11:50:54]]> GMT</pubDate>
				<author><![CDATA[ Shantara]]></author>
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				<title>Re:Fluid Regeneration</title>
				<description><![CDATA[ Consider the problem of having the server doing that for 20 people at the same time, and also having to replicate out to the clients those updates every quarter of a second.

Even every second (that it currently does) is probably non-trivial in the amount of load it adds.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2844.page#24987</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2844.page#24987</link>
				<pubDate><![CDATA[Sun, 21 Jan 2007 12:43:35]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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			<item>
				<title>Fluid Regeneration</title>
				<description><![CDATA[ Well, not necessarily.  Take movement, for example.  The server does not have to constantly update that every tick; it just lets the clients know when there's a change in velocity.  So can this be applied to regeneration (I think); just tell the clients the <i>speed</i> at which one is regenerating, and have the client take care of the rest.  Even better, since Regeneration is a passive thing, it should rarely have to replicate (only when you die or upgrade it, theoretically).

At the same time, things that are not so passive, such as minigun medics, do not seem to make the server explode either, and that can get quite a chunk faster than a quarter second.  Combine all that with the constant increasing and decreasing of all the health on the map, and your kick-butt server still dishes it all out at an excellent speed.

If there's a flaw in my reasoning, please do exploit it.  I only wish to make things better, but it seems I can never get that attitude across without making myself sound incredibly egotistical.]]></description>
				<guid isPermaLink="true">https://www.disastrousconsequences.com/dcforum/posts/list/2844.page#24994</guid>
				<link>https://www.disastrousconsequences.com/dcforum/posts/list/2844.page#24994</link>
				<pubDate><![CDATA[Sun, 21 Jan 2007 17:27:25]]> GMT</pubDate>
				<author><![CDATA[ KohanX]]></author>
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