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Old 05-01-2006, 10:28 PM
Mark Sir Link Mark Sir Link is offline
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from a technical standpoint, your movement may be thousands of times better than Storm's. However, from a playable standpoint, your's blows worse than Storm's.
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  #2  
Old 05-02-2006, 11:30 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Mark Sir Link
from a technical standpoint, your movement may be thousands of times better than Storm's. However, from a playable standpoint, your's blows worse than Storm's.
And how do you mean by a playable standpoint? Storm's was bugged x 100 and the script was practically uneditable. Remember walking into corner tiles? the bush lift not showing? having no jump shadow? Take what I said: if you have any problems or suggestions concerning the movement system, tell me and I'll get around to it, as it's still maturing.

Quote:
Originally Posted by maximus_asinus
The only difference with the serverside hit detection is the fact that laggy clients cannot do anything. Classic is now a server for DSL or higher. People on slower computers or 56K modems will 'lag out' and to everyone else, they're standing still, and you're able to slash them repeatedly and kill them.
Yea, and I argued having the player enters the shape of an NPC event. Stefan kept telling me to use timeouts, triggeractions, or playertouchsme w/ findareaplayers (as it's repeatedly called, apparently). Timeout would lag the server to death. Triggeraction lags to death (stefan said, you're not likely to have 50 players touching 50 NPCs at once. I said, for that to happen all we need is 50 players PKing, which I believe is possible if you remember the MoD Fort NPC Server crash). Playertouchsme would work, except for the fact that we have opposite boots, and the offset of the playertouchsme area is different from the area of the player's base and therefore people with opposite boots would be much less likely to be hit than people without. However, he did say that he may be willing to make server options to modify the behavior of playertouchsme, which basically goes back to my initial argument. If he does that, we could use playertouchsme for the damage system, but it could require a huuuuuuge amount of changes within certain scripts. Given how important making the damage system more functional is to all of the players, I would be willing to take up all of that work.

Last edited by jake13jake; 05-02-2006 at 11:44 PM..
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  #3  
Old 05-03-2006, 03:34 AM
Polo Polo is offline
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Quote:
Originally Posted by jake13jake
And how do you mean by a playable standpoint? Storm's was bugged x 100 and the script was practically uneditable. Remember walking into corner tiles? the bush lift not showing? having no jump shadow? Take what I said: if you have any problems or suggestions concerning the movement system, tell me and I'll get around to it, as it's still maturing.
To reinforce that point, you have to remember that my movement was written very quickly so that we didn't lose Classic, and as such, it had a very basic hit detection which was easy to tweak and improve (somthing I spent a lot of time doing), but ultimately it was very limited.

Massokre's stuff is bassically what we should have had if time wasn't an issue originally. Its a lot more flexible, but hasn't had as much time to be evolved and tweaked like mine had. Add to that the regions problem as Massokre described above, and you can appreciate that theres still a lot more we can do to improve things, and eventually surpass (in terms of playability) what I had before.

We will get there, and I'd rather players tried to give useful feedback ('range is too far', 'you can hit to much to side', that kind of thing), rather than persistently slating things, because at the end of the day, if you don't tell us how to improve it, then you can't expect us to get very far.
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