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Discussion in 'UO Enhanced Client Discussion' started by Wolfways, Jul 20, 2009.
Isn't it about time we could turn around without swapping our weapons to the other hand?
I remember seeing that talked about.
I believe that they do the hand switching thing to save on character graphical animaltions. Characters can face 8 directions. They originally made it so that 3 of the 8 are mirrors of 3 others. Doing so allows for alot less graphical/textural data.
I believe it was brought up for the KR or SA client, but the Devs decided against 8 different graphic sets and went with 5 with 3 mirrored. I can't remember if they stated a spcific reason or not. It might have been for performance reasons.
With the amount of data from houses and their contents being thrown at us when running around i can't see a few extra character animations making much difference. But then i'm not a coder.
While I fully agree with you, It is a bit of a complication, well actually it should not be due to the fact that all the character models are new....for the 2d client it would be nearly impossible, but for the new client I see no reason why they cant do this...I am fairly sure all they are doing is loading a different sprite based on direction, so it should be easy to just redraw the sprit with the weapon in the other hand. I do not work for them...but that is how I would do it.
It's a minor point i guess, but minor points build up.
I just wish UO could look as good as even old-ish games like Mark of Chaos
I am with you on this point...I often turn just to make fun of how my char switches hands mid swing while pvping.
Edit: Yes I will risk death for a good laugh any day
I know what you mean cloak... "Here let me hold this perfectly good sword in one hand, and oh! I think I will smack you with my shield instead!"
After thinking about this post a bit...I come to think it would be more performance heavy to render 5 directions with 3 mirrors than it would to just render 8 directions....When you render 8 directions the code is simple
west = sprite 1
east = sprite 2
But when you render 5 with 3 mirrors you get
west = sprite 1
east = sprite 1 + calculation
Performing the calculation to mirror sprite 1 would be much more intense than just rendering a new sprite....so I do not think this is why they did this