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Old 01-08-2011, 03:56 AM
ffcmike ffcmike is offline
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On Classic for bomb throwing we use a system where when a player throws a bomb and the projectile lands the bomb is displayed temporarily (until the server creates the subsequent bomb object) in order to create the illusion of no delay, however with the new version the Clientside onActionProjectile2 x and y parameters are no longer consistent with what onActionProjectile is Serverside within the Control-NPC, the x or y is always one more or less Clientside than what it is Serverside depending on the direction the bomb was thrown towards.
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Old 01-08-2011, 04:10 AM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by ffcmike View Post
On Classic for bomb throwing we use a system where when a player throws a bomb and the projectile lands the bomb is displayed temporarily (until the server creates the subsequent bomb object) in order to create the illusion of no delay, however with the new version the Clientside onActionProjectile2 x and y parameters are no longer consistent with what onActionProjectile is Serverside within the Control-NPC, the x or y is always one more or less Clientside than what it is Serverside depending on the direction the bomb was thrown towards.
I wonder if it's related to this:


Quote:
Originally Posted by cbk1994 View Post
I just confirmed this with Skyld/my brother (both using the new client, though my brother isn't using the 64-bit one).

When shooting "over" a wall on a modern server, it means you're getting as close to a wall as you can, and then shooting...



which works fine. However, on the new Mac client, you're able to shoot over 3-tile walls with the same guns as other players who are not able to shoot over it, with the same x/y as far as I can tell. On the screen of the people shooting the gun over the 3 tiles, the bullets do not appear to pass. However, for everyone else, the bullets do pass, and they can be hit by them.

This was also mentioned a few pages back.
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