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  #16  
Old 11-04-2003, 04:01 AM
Thought Thought is offline
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Quote:
Originally posted by CheeToS2

the next rc will be scripted.. :x
Correction: one of the next rcs will be scripted.
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  #17  
Old 11-04-2003, 06:33 AM
-Ramirez- -Ramirez- is offline
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Would I have false hopes if I were hoping that 2.21 sends player and NPC coordinates more accurately than multiples of 0.5? ...that would be like the best thing I've ever seen done to Graal.
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  #18  
Old 11-04-2003, 09:06 AM
TheStivi TheStivi is offline
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OK I hope the new version comes out soon *hApPy* xD
i dont use v.3 because the shield bug on classic servers the shield got wrong position -_-
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  #19  
Old 11-04-2003, 09:09 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by -Ramirez-
Would I have false hopes if I were hoping that 2.21 sends player and NPC coordinates more accurately than multiples of 0.5? ...that would be like the best thing I've ever seen done to Graal.
Seems a little vague. Sent where?
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  #20  
Old 11-04-2003, 09:15 AM
Kramer Kramer is offline
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Quote:
Originally posted by -Ramirez-
Would I have false hopes if I were hoping that 2.21 sends player and NPC coordinates more accurately than multiples of 0.5? ...that would be like the best thing I've ever seen done to Graal.
That will probably never change...
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  #21  
Old 11-04-2003, 09:20 AM
TheStivi TheStivi is offline
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Quote:
Originally posted by Kramer


That will probably never change...
i think so too
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  #22  
Old 11-04-2003, 09:22 AM
-Ramirez- -Ramirez- is offline
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Quote:
Originally posted by Kaimetsu
Seems a little vague. Sent where?
From the server to the client. I'm not sure if the same is done from client to server. Haha, I guess it was kind of stupid to specifically mention 2.21 as the change for this, as it would be a GServer change. Maybe something has to be changed in the Graal client as well, I don't know. Regardless, it would be a very good modification.
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  #23  
Old 11-04-2003, 11:04 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by -Ramirez-
From the server to the client. I'm not sure if the same is done from client to server.
So wait... when I'm playing, everybody else's positions are always rounded to the nearest 0.5? O_o That can't be right. Slow movement would look horribly jerky.
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  #24  
Old 11-04-2003, 11:10 AM
-Ramirez- -Ramirez- is offline
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Quote:
Originally posted by Kaimetsu
So wait... when I'm playing, everybody else's positions are always rounded to the nearest 0.5? O_o That can't be right. Slow movement would look horribly jerky.
Well, maybe not for players, but I know it does it with NPCs, as I've thoroughly tested it.
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  #25  
Old 11-04-2003, 11:34 AM
HoudiniMan HoudiniMan is offline
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Quote:
Originally posted by -Ramirez-

Well, maybe not for players, but I know it does it with NPCs, as I've thoroughly tested it.
I've also experienced this rounding. On your screen you move slowly and smoothly, but on others' screens you move every 0.5 tiles. Though this was a long time ago, it may be fixed by now, but aparently not.
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  #26  
Old 11-04-2003, 11:41 AM
-Ramirez- -Ramirez- is offline
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What's even stranger about it is that it doesn't really ROUND either, it's more like an int() on the coordinates... except to 0.5 and not whole numbers. 5.99999 is 5.5, 5.499999 is 5. It's extremely weird. It sucks when you're trying to do extremley accurate onwall stuff with NPCs. They end up going over walls slightly because of this truncating.
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  #27  
Old 11-04-2003, 12:31 PM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by -Ramirez-
What's even stranger about it is that it doesn't really ROUND either, it's more like an int() on the coordinates... except to 0.5 and not whole numbers. 5.99999 is 5.5, 5.499999 is 5. It's extremely weird. It sucks when you're trying to do extremley accurate onwall stuff with NPCs. They end up going over walls slightly because of this truncating.
Wouldn't the move command solve that problem?
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  #28  
Old 11-04-2003, 12:47 PM
-Ramirez- -Ramirez- is offline
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Quote:
Originally posted by Kaimetsu
Wouldn't the move command solve that problem?
No. Surely you're not forgetting that move; sends starting coordinates as well. Those coordinates are the truncated coordinates, which screws up the end result of the move.
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  #29  
Old 11-04-2003, 02:43 PM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by -Ramirez-
No. Surely you're not forgetting that move; sends starting coordinates as well.
You'd be executing it on the server, so I assume you're talking about sending those coords to the player. I'd be surprised if those were truncated too, but I won't rule it out. I was just talking about the collision-detection part of the problem; regardless of what the player sees, the NPC's true position will not overlap a wall if the proper option is passed to the move command.
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  #30  
Old 11-04-2003, 03:01 PM
-Ramirez- -Ramirez- is offline
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Quote:
Originally posted by Kaimetsu
You'd be executing it on the server, so I assume you're talking about sending those coords to the player. I'd be surprised if those were truncated too, but I won't rule it out. I was just talking about the collision-detection part of the problem; regardless of what the player sees, the NPC's true position will not overlap a wall if the proper option is passed to the move command.
I AM referring to server-to-client. It does truncate the values. It's very frustrating.

Oh, and the "wall check" option of move; is pathetic. Have you ever actually done experiments with the move; command? If you have, you'd notice severe flaws in that as well. Using "noplayeronwall" has no effect on that. Also, it doesn't even appear to be SENT clientside. NPCs I've used it on go over walls clientside, but they don't serverside. You can tell because their position is set to where it should be when they move again. (All of this is done in a serverside move, just to make that clear.)
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