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I completely agree that the old classic was better. I've told him that he killed the word classic with all the new gui and redone scripts. It works smoother with the old scripts anyway x.x
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Also if you are adding a quest please stay away from a 'hack and slash' quest. We had enough of those. Use the powers the NPC server gave you and make something interesting. |
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"It's Selflons Job to Hire LAT's" Newsflash! Selflon is NEVER on! !pissed! |
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i applied 3 months ago or whenever it came out and have no responce |
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I believe that people are forgetting what made graal successful and fun...
Old skool/fun playerhouses anyone? Fun quests anyone? Customized house outsides anyone? Amagad, real women and not cross dressers?! Well the last one is impossible to reach but the other 3 should be possible. :| |
Classic used to be about the players. When we couldn't get the players anymore, we started to build the levels better to offset that. Now we don't have players nor quality levels.
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Hire skripters 2 deth
Honestly though, we haven't one decent scripter, with the exception of GrowlZ, who is always assigned to work on some menial script in the GC Tool. I understand we need events back, but I mean, so the lay party organizer function isn't working. Who cares? I think most events participants would rather decent quests with decent items over those laggy balloons then no one cares for. -Kevin Azite Yo |
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I make GC stuff too, that's the only thing that's availible for me to work on... and it was a lot of fun fixing the balloon guy for NPC server Quote:
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I am good at scripting too... and both Evil and GrowlZ have a free reign to work on anything that they would like too.
With the movment, I changed little things like I made it faster and stuff. |
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If by scripter you mean GP?
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Pfft, they need -fun- events like hide and seek.
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Actually, GrowlZ and I are working on Hide & Seek. An old idea of mine being revisited.
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May I assist?
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For scripters they have Massokre, Storm, Evil, & Growlz.
For level designers they have Racil, & maybe Shaun. I'd happily apply for designer but I fear that most of my talents would be waisted seeing as Storm doesn't want levels better then sub par levels. |
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That also doesn't explain your contradictory statements made on this forum compared to the ones you gave on RC. |
I did it becausse it was needed. Old bombs and bows dont work on gmaps properly, so to get those working hit detection needed to be redone. the only way to disable the old hit detection was with disabledefmovement, and hence movement had to be redone. With the other comments, your confusing making minor tweaks/improvements with making somthing totally different with 3d terrain, friction, jumping and other fancy stuff.
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Stormie: I did movement in like an afternoon or two That sure doesn't sound like a "laborious" job to me. Then there's the problem of you saying you're trying to emulate the default movement as "close as possible". If you were trying to do that, why are you reluctant to fix minor issues to make it more similar? Oh, that's right, because it would have to be fully redone! If that's the case, why didn't you make it identical from the beginning? I don't get it. |
You dont get it because you dont know all the facts and try to make up stuff to fill the gaps.
1) GMaps were necessary. I asked Stefan and was told I had to use them. 2) Using the old hit detection but with new style hit detection bombs and bows is just borky and stupid, why try and integrate 2 systems when one will do the job much better. Youd have like 2 different levels of lag, it would be so wierd. 3) I did the main part of the movement in a few afternoons, but that doesn't include the carying and hiding under things and little details like that. Also doesn't include any of the hit detection stuff. 4) When doing the movement I did wall checking by iterating through increasing distances until either a wall was found or the max speed is reached. It was only in a later conversation with Stefan that I found out the original wall checking works by moving the player the max distance, then moving them back wards until they are on a wall. This causes a very minor difference between the two in certain situations, and would require rewriting most the movement to change. (I refrain from using the term correct, as I dont believe either behaviour is better). I dont believe its reasonable to expect me to know exactly how the original movement was coded first time round. 5) It is laborious in the sense of making sure that key combinations behave the same, cliff jumping moves you the exact same distance as before, etc... If I was designing a system from scratch, these details could simply be made up. |
I'm working on Hide & Seek, a level for Kevin, and my house, all of which are on classic, all of which will be completed in that order.
My house will likely be the last levels I do for Graal; Everworld's going astonishingly well, giving me a small bubble of opportunity to finish up these loose ends. |
Hey Storm, I made a normal movement system in gc_movement.nw that works like yours except fixes the corner bug. I still haven't made it dynamic movement yet, I have to fool around a little bit with the wall check. Right now I'm focusing on the sliding off of edges, which I can get to work completely except for where you got stuck! I can't get diaganol sliding :(... It's just so hard to guess what Stefan did there considering the movement gets all choppy.
And of course Evil and GrowlZ get free reign. Nobody trusts me! Especially Storm's closest admins!!! Just to add: I could probably do the diaganol thing manually, but I don't think that's the best way. (Manual meaning writing out all the script per case) 10:34 PM I've definitely fixed it to have dynamic speed now! Still haven't figured out the diaganol stuff yet. Yes, it supports speeds up to 1.00 as far as I know, but most of the past hour has been spent pondering diaganols. |
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Your just being stupid now. If two chef's cook a souffle you dont expect them to be exactly identical as both chefs will do things slightly differently. Similarly, you cant expect two people to make movement exactly the same when they have done somthing slightly differently. Now please go away, your getting repetetive and boring.
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LMAO.... fixing the diaganol sliding thing was a lot easier than I thought. I was trying to solve a bounce-backwards when running into players thing when I realized that I only needed to assure that the calculation to the wall was in the direction the player was walking. A simple abs(calc) * (this.dir - 2), for the x calc (or change 2 to 1 for the y). That also eliminated the diaganol sliding bug. So Storm, yea, that took me not so long, I bet it would take you less time.
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Instead of using a gmap, why not use something more friendly like a .TXT file to link levels together. It's not very difficult, if you know level placement in the area. Besides, GMAPs and scripters didn't get along at first, and scripters adjusted to it. The GMAP should have been perfected before release, and the terraingenerator is crap. =(
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There are [more than] 2 ways of doing wall checking, and whilst the end result is 'nearly' identical for them all, in some veryi infrequently encountered situations it is not. This is whats causing the differences between the old and new movement. To our average taster, the two souffle's will taste the same. To the chef the two will taste slightly different, but both are still yummy and wholesome.
Massokre : I already told you that onwall2 did not exist when I did the movement and that I plan to redo it with the width fix included. |
Notice the steady decline in playercount over the passed two weeks?
I fear Storm is going to get classic shutdown. |
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Okay, It was just replacing variables from the regular onwall check into the slide onwall check so it's fixed now. If only my internet would stop breaking on intervals so I could actually post this edit.. I would hope that my movement supports all corner-sliding variables up to 1 now. Nope, that didn't work yet, although it worked in one direction so if I find out why it worked for one direction I can find how i can get it to work for the other directions. |
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Simply put, I belive the average player does not care what the bombs look like, the arrows, or the movement and you guys are all wasting your time spreading douchbagitry on the forums for some big problems that nobody but the people arguing care about, we need stuff to do on the server. If you guys get Storm to make a perfect movement system then we will have an empty playerworld with REALLY sweet movement.
Edit- Revised screenshot, massokre was innocent. |
Why is there only one person online in the screenshot but there is four people visiable?
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Oh, go figure, I fixed the sliding over walls bug, but I fixed it more than I was supposed to. Maybe I should be checking one tile and not two.....
Well, that did the same thing as if I checked for the value of normal distance traveled... which works... but... it makes going through diaganol sliding awkward :( |
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However, as I said earlier, I agree that the movement things aren't the biggest problem here. Quote:
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