Member since 24/11/17
Hey everyone !
Little clarification before starting, the absence of the last week’s devblog has a purely technical reason who does not directly concern LS:MP.
That being said, lets go for the Devblog 11
1° LS:MP network library
This week permitted the amelioration of our network library, this new version, cross-platform, will permit to anyone wishing to create a little server on their PC to play with their friends without having to install a Linux virtual machine.
This library has a super powerful built-in files reading system ( exploiting respectively the most powerful technology of Windows and of Linux ) permitting to your server files to be transferred with the less impact possible on the CPU.
A lot more optimized, it permits to manage a flux of data a lot more bigger by impacting a lot less the CPU ( this is valid client and server side ).
For LS:MP, it permits to the server to manage many sending of resources in parallel per connection.
2° Trafic PNJ
We were announcing you at the beginning of the Devblog 9 that the beginning of thinking was made on the integration of the NPC traffic, the work is still in progress and there is some precisions.
We start with a vehicle traffic synchronization, the ped traffic will be done later ( we are talking here of a pre-release development order, both will be available at the release of LS:MP ).
The traffic will be integrally customisable, for vehicles we are talking about the density, the nature of the vehicles in circulation, exclusion/authorization zones etc... and the same for the peds !
End of this Devblog 11, again, very short and technical, but this is how the development of a multiplayer mod is going, it needs a lot of research and work before showing a bit of "concrete"
Posted on 26/05/2018 04:28