Quote:
Originally Posted by Minoc
ill hack ur account
my friend is gm i can get u bant
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Good suggestions.
Quote:
Originally Posted by Minoc
noob!
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Not sure why I didn't think of this.
Quote:
Originally Posted by Crono
A noob wouldn't say this and even if they did, they're right.
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You'd be surprised how many people have been parroting remarks about the hit detection simply because they're aware of how terrible it was in the past, and in some cases aren't even aware the old serverside one was scrapped. It has also been adopted by certain newer players, sometimes through mimicking, sometimes by defaulting to excuses after successive losses, in the same way someone might accuse someone who beat them of hacking.
As for whether it's right or wrong, nobody can ever come up with a reasonable explanation as to why they believe it is wrong. The vast majority of the time it's "I hit them on my screen and they didn't get hurt" and sometimes "the people watching the spar saw me hit them too", which is ofcourse not how default hit detection is supposed to work, as it's a matter of your opponent seeing you hit them on their screen.
I've even heard ridiculous reasons ranging from "the steps.wav sound in the gani isn't the same as the default walk gani" to "the arena is the wrong size".
It would be good if someone can correct me if I'm wrong, but my understanding is that default HD scans the gani/sprite of other players on your client, and if they're slashing, checks an intersect of 32 x 32 pixels offset by their direction from their body's blocking area, with a 32 x 32 pixel box of your own body's blocking area. I have an online debug level displaying polygons over these boxes which matches perfectly with an offline equivalent level (hence default).
It is also my understanding that default recoil moves the player at 1 tile distance per frame according to the hit angle, for 5 frames. That blink lasts between 0.55 - 1.95 seconds (again, good if someone can correct me if I'm wrong) according to release of held arrow keys or slashing. Recoil is also sticking players to walls.
The only very slight difference I can admit to, is that our movement speed is pixel rounded, whereas default level 3 shield speed being at 0.6 tiles per frame is not pixel perfect.
Unless I were to actually see the client's code or somebody were to offer a credible explanation as to why they think it might be wrong, there's nothing more I can do to possibly make it more similar, other than some speculative experimentation with what order things might be occurring with default, or if player slashes are scanned for multiple times within the same frame.