Graal Forums  

Go Back   Graal Forums > PlayerWorlds > Classic Main Forum
FAQ Members List Calendar Today's Posts

Reply
 
Thread Tools Search this Thread Rate Thread Display Modes
  #1  
Old 02-28-2006, 11:17 AM
newCappa newCappa is offline
Swimmer
newCappa's Avatar
Join Date: Feb 2006
Location: Sweden
Posts: 22
newCappa is on a distinguished road
Send a message via AIM to newCappa
Quote:
Originally Posted by jake13jake

I'm also curious how people will want me to release Spar and PK ranks. The ranks are based on a points system. Points increase for spar by your rank / other's rank when you kill someone. They don't decrease. Currently there's a time factor for PKing, but since points are cumulative anyway I'm going to remove it. I will probably release the first set of ranks on the first of March and reset them monthly from there on. Currently players can't see the ranks until they're published, but I'm hoping to make a building where you can see the top 5 current ranked players in each category. I'd also be interested in making a guild ranking system.
this sounds excllent! i think you could reset them but still keep a list traking the top ranked who wont be reset, like a "year" list.
and now when the hit direction is better i kind of like your system more. its more like the old one.(before server reset)
Reply With Quote
  #2  
Old 03-06-2006, 10:14 PM
Deophite18 Deophite18 is offline
Graalian Stallion
Deophite18's Avatar
Join Date: Jul 2002
Location: TN
Posts: 443
Deophite18 is just really niceDeophite18 is just really nice
Your new hit detection also broke a lot of stuff in events. It broke CTF most importantly. Maybe you can fix it

Last edited by Deophite18; 03-07-2006 at 03:28 AM..
Reply With Quote
  #3  
Old 03-07-2006, 02:04 AM
jake13jake jake13jake is offline
Former Classic Staff
jake13jake's Avatar
Join Date: Dec 2002
Location: Northwest Vermont
Posts: 1,452
jake13jake will become famous soon enough
Quote:
Originally Posted by Deophite18
Your new hit detection also broke a lot of stuff in events. It broke CTF and Storm is like NEVER going to fix it. Maybe you can.
A lot of broken things in events was expected, but at least I've fixed everything on that 1-5 list.

I don't know why the hit detection would break CTF. The variables for showing that a player is paused and that player's ratings however, could. I'm waiting for Stefan to give clientside read access to players[i].paused, players[i].rating and players[i].ratingd. That would probably remove any problems with showing the flag, etc.

I'm also talking to Stefan about the hit detection in another thread on the Tech Support forum. The only problem with it is that the event playertouchsme, which I used so that damage areas can exist for a specified amount of time (unlike most serverside damage systems). The problem with the playertouchsme event is that it's not adhering to the player's base (the 2x2 square that's used in wall detection). Instead, playertouchsme is checking the 2x2 area, but shifted one tile in the direction the player's facing. Level links are tested in the same way.

The damage system is not the only thing affected, the Opposite Boots are too, though a little bit more seriously. I scripted the server's movement to be able to handle backwards moving, but seeing as playertouchsme and level links are checking the area in front of the player, it's a bit hard to touch anything when the stuff you would be touching is behind you.

I've decided that it would be unwise to try to modify the damage system to take into account the flaw with playertouchsme unless Stefan goes out and says that he will not change it nor add another event handler that is needed for this to work. If it's not going to change, then damage will have to check a one pixel area after it's initialization. To add, if that's the case, Opposite Boots will never be released as they'd render you much much much less likely to be damaged after the damage field's initialization.

Right now I'm working on the functions for serverside movement. It's a bit more of a challenge. I can easily move the NPC to a wall, but completing the extra movement after that is of a different question (since it's rare that gscript's move function always adheres to the time interval).

I'm also working on rescripting chests, as they've all broken again for some reason. Shouldn't be too hard though.
Reply With Quote
  #4  
Old 03-07-2006, 04:08 AM
Polo Polo is offline
Classic Systems Admin
Join Date: Sep 2002
Location: Vancouver, Canada
Posts: 735
Polo is on a distinguished road
Send a message via AIM to Polo
Quote:
Originally Posted by Deophite18
Your new hit detection also broke a lot of stuff in events. It broke CTF most importantly. Maybe you can fix it
I just fixed CTF, the problem was really wierd and I'm surprised CTF was ever working before. The problem actually had nothing to do with new movement...
__________________
Be good little players, or Master Storm will ban you!



Proof that the staff are crazy..
*Ghost Pirate: I'm a little teacup short and stubbe here is my raygun here is my butt
DragonX: Jumping jack rabbits Batman! Our eggo waffles have been stolen! To the batmobile Robin!
X-Mann (RC): I have a head ache
Reply With Quote
  #5  
Old 03-07-2006, 04:13 AM
Deophite18 Deophite18 is offline
Graalian Stallion
Deophite18's Avatar
Join Date: Jul 2002
Location: TN
Posts: 443
Deophite18 is just really niceDeophite18 is just really nice
Quote:
Originally Posted by Polo
I just fixed CTF, the problem was really wierd and I'm surprised CTF was ever working before. The problem actually had nothing to do with new movement...

Good news

Last edited by Deophite18; 03-07-2006 at 10:02 PM..
Reply With Quote
  #6  
Old 03-07-2006, 10:02 PM
Deophite18 Deophite18 is offline
Graalian Stallion
Deophite18's Avatar
Join Date: Jul 2002
Location: TN
Posts: 443
Deophite18 is just really niceDeophite18 is just really nice
Also, massokre i dunno if the hit detection did this or not but it messed up bombs and arrows again...and now they dont hurt saits at all and bombs cant be thrown through them. I dont think people like that hole that you made either when you die..it is pretty annoying and even causes the spawn time on CTF to be longer. Cant we go back tro how it was.
Reply With Quote
  #7  
Old 03-07-2006, 10:54 PM
jake13jake jake13jake is offline
Former Classic Staff
jake13jake's Avatar
Join Date: Dec 2002
Location: Northwest Vermont
Posts: 1,452
jake13jake will become famous soon enough
Quote:
Originally Posted by Deophite18
Also, massokre i dunno if the hit detection did this or not but it messed up bombs and arrows again...and now they dont hurt saits at all and bombs cant be thrown through them. I dont think people like that hole that you made either when you die..it is pretty annoying and even causes the spawn time on CTF to be longer. Cant we go back tro how it was.
The hole doesn't make spawn time longer, I could probably speed it up if you wanted so much.

Update: I shortened it. Was 2.5 seconds (I think), now 1.6 (I think).

Hit Detection for explosions, projectiles (arrows/thrown objects) is still on Master Storm's system. I asked him earlier today if he could rewrite explosions for the new damage system (I'll also have to write in case exceptions for damaging the owner of the explosion), I don't know if he has though.

I would very much like to rewrite the projectile system entirely. The case being that the fewer parameters I have to worry about when using a projectile, the better.

Right now bushes/etc have
carryimg
image
leap type
damage amt
etc.

That's fine, and I have a function for lifting and throwing it too, but after that everything's in Storm's system. I'm also going to work on the lift function a little bit more later on (default values stuff). I don't know how I can test projectiles since the server already handles all of the projectiles. I'll have to talk to storm about it. I also read in one of the later releases of v4 that there is a dontblockprojectiles function/var for the particle engine. I want to take a look at that as well.

As for fixing damage, Stefan was on today and I told him about playertouchsme. He thinks it's something in the movement (I know it's not). I gave him a test level to look at later when he has the time, and hopefully it will be fixed. Anything we would be able to do to change it would have to be done clientside (and that defeats the purpose of using a serverside hit detection in the first place). However, I still feel like adding something like that to allow baddies to be more aesthetic.

Last edited by jake13jake; 03-08-2006 at 02:49 AM..
Reply With Quote
  #8  
Old 03-08-2006, 02:54 AM
Deophite18 Deophite18 is offline
Graalian Stallion
Deophite18's Avatar
Join Date: Jul 2002
Location: TN
Posts: 443
Deophite18 is just really niceDeophite18 is just really nice
Ok me and Night tested it, its a little bit faster but the hole is totally messing it up. When you die and respawn if you hit arrows keys you can run around while still deadi think. Unles...I dont know if the spawn is to fast for the black hole or what but as soon as you die and get back up the hole remains for a couple seconds and its really annoying. See for yourself so you know what im talking about. WHY cant we have a NORMAL death. Why does this server have have different everythign from every server.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 01:31 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.