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-   -   The (New) New Hit Detection. (https://forums.graalonline.com/forums/showthread.php?t=74904)

Rufus 06-26-2007 07:34 PM

The (New) New Hit Detection.
 
I -probably- won't be online at the same time as Master Storm (Polo) or any other bigwig, so I figured I'd express some of the issues that have came up since it was last changed yesterday.

I feel as though with this new HD, in order to spar you have you be very much up close, in fact extremely up close with your opponent in order to get a hit. The last HD it was said you could hit them "from a mile off" but it wasn't that bad in my opinion, although I did see room for improvement. Sometimes in the new (new) HD the hits aren't even counted. A few of the sparrers on Classic are feeling as though it could have a happy medium in meeting the old (new) HD with the new (new) HD, because currently the new one is too small of a range.

Not a rant or criticism, just a suggestion :)

Triptheballer 06-26-2007 07:40 PM

new hd (hit detection)
 
Basically what Rufus said is right, the new hd calls for you getting too close to your opponent.

Id like to see what the median is like (say the old hd was "4", and the one now is "2", lets give "3" a shot)

Im glad MS is taking the time to try and adjust things, in the end im sure we'll get this right ;)

Crow 06-26-2007 08:58 PM

I just tried it out, and I really have to agree. It just sucks. You ruined the fun when sparring ;[

Luda 06-26-2007 09:00 PM

Quote:

Originally Posted by Crow (Post 1322774)
I just tried it out, and I really have to agree. It just sucks. You ruined the fun when sparring ;[

It was ruined about 2 years ago on Classic.

Tyhm 06-26-2007 10:44 PM

The GST ought to script The Default Boring Hit Detection Script, and Classic ought to use it. Any coders that want something more dramatic should make their own damn server. -_-;

Luda 06-26-2007 11:03 PM

Quote:

Originally Posted by Tyhm (Post 1322833)
The GST ought to script The Default Boring Hit Detection Script, and Classic ought to use it. Any coders that want something more dramatic should make their own damn server. -_-;

Storm told me it wasn't possible to bring back The Default Boring Hit Detection Script. :(

DustyPorViva 06-27-2007 01:24 AM

Stefan should release all the details about the default system to everyone, in case they want to replicate it.

Polo 06-27-2007 01:31 AM

Quote:

Originally Posted by Rufus (Post 1322741)
A few of the sparrers on Classic are feeling as though it could have a happy medium in meeting the old (new) HD with the new (new) HD, because currently the new one is too small of a range.

Quote:

Originally Posted by Triptheballer (Post 1322744)
Id like to see what the median is like (say the old hd was "4", and the one now is "2", lets give "3" a shot)

It's half way between the two now, so should be a bit easier to it than it was this morning, but hopefully still stops people doing strange sideways hits. It's strange that people are saying the range seemed shorter, as it was only the width of the sword I changed (from 2 tiles to 1 tile, and now to 1.5 tiles), and not the range (which is 2 tiles, but I think should be 2.5 tiles to be more like the built in hit detection).

I'm also going to take a look at the recoil timings and such too to see if I can make combo's a little more natural to perform.

As always, feedback, comments and suggestions on the changes are not only welcome, but greatly appreciated. ^^

Quote:

Originally Posted by Luda (Post 1322838)
Storm told me it wasn't possible to bring back The Default Boring Hit Detection Script. :(

Whilst it's not impossible to use the built in hit detection, when you have a wealth of scripts relying on the custom one, switching back is not a realistic decision to make. A custom hit detection also allows for a number of improvements to be made (such as guild alliances, and better hack prevention), and so it's a lot better to try and improve the custom one as much as possible.

Quote:

Originally Posted by DustyPorViva (Post 1322897)
Stefan should release all the details about the default system to everyone, in case they want to replicate it.

The built in hit detection is done clientside, whereas most custom systems do the detection at the server. Because this changes the way in which lag affects things, a perfect emulation (in terms of the hitboxes and such) is not necessarily going to feel right for the players. That said, I don't think that having such information would be a bad thing.

DustyPorViva 06-27-2007 02:08 AM

Maybe, but stuff like the exact coordinates and such of checking the attack could still be released. Instead of having to hit and guess each and every aspect that you're trying to replicate, until thinking you finally got it right.

MysticX2X 06-27-2007 04:52 PM

I think it seems better. Too many tie hits.

Zideruic 06-27-2007 07:49 PM

Your hit detection sucks.

Rufus 06-28-2007 12:41 AM

I seem to be having some issues with some of my hits not registering, and other people noticing my hits not registering too. I don't know what to say really other then that.

Crono 06-28-2007 12:42 AM

Quote:

Originally Posted by Rufus (Post 1323245)
I seem to be having some issues with some of my hits not registering, and other people noticing my hits not registering too. I don't know what to say really other then that.

I agree. I think it's because we're in Europe...

I just wish they could ATLEAST have a clientside detection for SPARRING. Please? :cry:

Tyhm 06-28-2007 07:50 AM

Or, in sparring rooms you should directly connect the two players' hit detection, with lag-meters to account for one player lagging more than the other.

Crono 06-28-2007 09:10 AM

Quote:

Originally Posted by Tyhm (Post 1323411)
Or, in sparring rooms you should directly connect the two players' hit detection, with lag-meters to account for one player lagging more than the other.

Win? :]


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