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Old 02-20-2005, 07:26 AM
-Ramirez- -Ramirez- is offline
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Location: USA, Ohio
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Quote:
Originally Posted by Polo
You dont get it because you dont know all the facts and try to make up stuff to fill the gaps.
...where has this been done?

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I asked Stefan and was told I had to use them.
He told me you two AGREED to it and that he didn't FORCE you to do anything, so I don't know where you got this from.

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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.
I see, so changing the hit detection to be significantly different than everyone has been playing with for 5+ years is better? I'm sure people would much rather have been able to hit other players the way they always have and had laggy bombs/arrows, rather than laggy BOTH.

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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.
Why would you need to know EXACTLY how it was coded? I never once suggested that it should be CODED identically, at least that wasn't my intention. It's really not that difficult to go about coding it yourself and having the result be identical.

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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...
I guess the laborious part is just a matter of opinion on both sides.
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