Floating-point locations

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vatas
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Re: Floating-point locations

Post by vatas »

loftar wrote:
EnderWiggin wrote:Is this because server is still on old protocol or this is merge error?
It's because the server still uses the old protocol, yes. What you're seeing is probably the expected result.
Something like that has occasionally shown for a split second since W8 when you enter/leave building.
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Ysh
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Re: Floating-point locations

Post by Ysh »

vatas wrote:
loftar wrote:
EnderWiggin wrote:Is this because server is still on old protocol or this is merge error?
It's because the server still uses the old protocol, yes. What you're seeing is probably the expected result.
Something like that has occasionally shown for a split second since W8 when you enter/leave building.
I am fairly certain all gob when created has 0,0 coordinate which is updated later. This is probably the reason for your seeing of this.
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vatas
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Re: Floating-point locations

Post by vatas »

@Ysh Sounds reasonable.
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romovs
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Re: Floating-point locations

Post by romovs »

Any estimation on when you gonna start working on "slide around objects" feature loftar?
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Granger
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Re: Floating-point locations

Post by Granger »

romovs wrote:Any estimation on when you gonna start working on "slide around objects" feature loftar?
Yes please, give us QoL - because that feature would apply 100% of logged in time (combat is only a fraction).
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jorb
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Re: Floating-point locations

Post by jorb »

RJT wrote:"Oh look we made stupid hit boxes slightly less gay instead of giving, working on, or thinking about a change that may make a stupid combat system less stupid."
Floating point coordinates are a prerequisite for nice things such as object controlled objects and whatnot, doe. It's also not really a case of one thing being done instead of another. Combat is something we both work on during our joint dev sessions, while we have other things we do when we're not working together.

So, yeah, pipe down and chill.
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xdragonlord18
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Re: Floating-point locations

Post by xdragonlord18 »

jorb wrote:
RJT wrote:"Oh look we made stupid hit boxes slightly less gay instead of giving, working on, or thinking about a change that may make a stupid combat system less stupid."
Floating point coordinates are a prerequisite for nice things such as object controlled objects and whatnot, doe. It's also not really a case of one thing being done instead of another. Combat is something we both work on during our joint dev sessions, while we have other things we do when we're not working together.

So, yeah, pipe down and chill.
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Glorthan
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Re: Floating-point locations

Post by Glorthan »

jorb wrote:joint dev sessions ... pipe down and chill.
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Zou
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Re: Floating-point locations

Post by Zou »

Glorthan wrote:Image
This would explain a LOT of their dev decisions, and the implementation of such.
hullo, this is bawhopp
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Re: Floating-point locations

Post by Burinn »

Zou wrote:
Glorthan wrote:Image
This would explain a LOT of their dev decisions, and the implementation of such.
I don't understand how this meme is always perpetuated. I don't think there's a single decision the dev team has made that can't be rationalized.
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