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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-01-27 22:29:28 +0100
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2012-01-27 22:31:45 +0100
commit58bbdf06cb800100e322d8b59e80d7e1631a0313 (patch)
tree0c71adcf6467504a0570611da7ed5d870b9f4af5 /docs
parent2cad7e191230d6f686aa742491eded374df09c86 (diff)
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Removed two outdated "documentation" files
More cleanup can be done here, but these are the ones I read and verified to not contain any valuable information anymore.
Diffstat (limited to 'docs')
-rw-r--r--docs/clientupdates.txt46
-rw-r--r--docs/sounddev.txt38
2 files changed, 0 insertions, 84 deletions
diff --git a/docs/clientupdates.txt b/docs/clientupdates.txt
deleted file mode 100644
index c5e38d8b..00000000
--- a/docs/clientupdates.txt
+++ /dev/null
@@ -1,46 +0,0 @@
---------------------
-CLIENT AUTO-UPDATING
---------------------
-
-UPDATING CLIENT DATA
-
-For future clients we need to develop a way in which they can automatically
-update to new data like for example new images, maps or item, being and skill
-definitions. Here is described the sequence of actions that could implement
-this functionality:
-
- 1. Client loads initial core data for login screen (always included with
- release)
- 2. Client logs on
- 3. Server sends client list of required packages (maybe with versions)
- 4. Client notices he doesn't have a certain package yet or is out of date
- 5. Client requests from server .torrent files (or maybe at first just URL)
- from where to get the the missing packages
- 6. Client downloads them and puts them in "data" directory (~/.mana/data on
- Linux, cause that's writable)
- 7. Client loads the list of files server mentioned in PhysFS virtual
- filesystem
- 8. Client tells server that it is up to date
- 9. Client could load some common data like item definitions here
-10. Server sends client player position and so on, game starts, client loads
- and unloads additional data like maps, tilesets, sprites, etc. on demand.
-
-
-UPDATING THE CLIENT BINARY
-
-Updates to the actual client binary are also being considered, especially on
-the Windows operating system. While the plan is to move any specific game data
-outside of the binary, sometimes an update to the binary will be required for
-being able to play the game. Also especially Windows users are used to
-automatic update checks for many applications (possibly because of the lack of
-such a feature system-wide).
-
-On Linux this would require either installing a statically linked binary
-(which could still have some issues) or automatically compiling/installing
-from source. Neither are very attractive options, and I (Hammerbear) would
-prefer not to deal with automatic binary updates on Linux.
-
-On Windows a binary can't be replaced while it is running, so probably a
-separate update tool would need to be written that is run before the client
-to check for updates to the client and possibly replaces the client before
-running it.
diff --git a/docs/sounddev.txt b/docs/sounddev.txt
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--- a/docs/sounddev.txt
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---------------------------------
-THE MANA WORLD SOUND DEVELOPMENT
---------------------------------
-
-1. INTRODUCTION
-2. SPECS
-3. DATA REQUIRED
-4. SUGGESTION
-
-1. INTRODUCTION
-
-In The Mana World we plan to have both background music and sound effects
-linked to beings actions.
-
-2. SPECS
-
-The preferred file format is Ogg mastered at 22.050 Hz. Quality factor 3.0
-should be enough.
-We strongly recomend to not convert the file from a previous format to avoid
-loss of quality. 22 Khz is not the best quality we can have, that's why is
-really important to have the sound digitally recorded and without noise at
-all.
-
-3. DATA REQUIRED
-
-- Login BGM (need to be remastered to improve quality, tempo and remove noise)
-- Amzeroth (or whatever it's the name) BGM
-- South field BGM
-- Level up SFX
-- Sword slash SFX
-- Bow shot SFX
-- Monsters attack SFX
-- Monsters death SFX
-- Potion SFX (used for every recovery item)
-
-4. SUGGESTIONS
-
-As placeholders we could use Wesnoth SFX/BGM to test the sound engine. \ No newline at end of file