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Granger
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Re: Floating-point test server
What makes it complicated is that you and the server think different things regarding your current position, while the character is in motion.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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APXEOLOG
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Re: Floating-point test server
Client position doesn't matter, it is interpolated on the client sideGranger wrote:What makes it complicated is that you and the server think different things regarding your current position, while the character is in motion.
W10 Meme Plot | W9 Mantis Garden | W8 Core | W7 Ofir | W6 the City of Dis | W5 Vitterstad | W4 A.D. | W3 Mirniy
jorb wrote:All your characters will be deleted, and I will level every village any one of them were ever members of.
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loftar
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Re: Floating-point test server
Well, really, primarily because why? It has hardly any consequences ingame that I've had reason to care about.APXEOLOG wrote:Yes, but this is a question to loftar why didn't he still implement thisPickard wrote:Its only checking additional 3-5 cells when you hit obstacle. Very cheap.APXEOLOG wrote:Yeah, this is how you will find the point, but how you will find the collision-free point? The only way is to make collision checks for each point of the path until you got the nice one. This is literaly the method i've described above :)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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APXEOLOG
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Re: Floating-point test server
QoL? T_Tloftar wrote:Well, really, primarily because why? It has hardly any consequences ingame that I've had reason to care about.
W10 Meme Plot | W9 Mantis Garden | W8 Core | W7 Ofir | W6 the City of Dis | W5 Vitterstad | W4 A.D. | W3 Mirniy
jorb wrote:All your characters will be deleted, and I will level every village any one of them were ever members of.
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loftar
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Re: Floating-point test server
I must admit I fail to see how such a feature would be a QoL issue. I've never once been bothered by it when playing the game.APXEOLOG wrote:QoL? T_T
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
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Re: Floating-point test server
Getting stuck at stuff while moving around is one of the most annoying flaws of Haven.loftar wrote:I must admit I fail to see how such a feature would be a QoL issue. I've never once been bothered by it when playing the game.APXEOLOG wrote:QoL? T_T
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Grog
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Re: Floating-point test server
Agreed. I actually thought it takes the first 5 mins of gametime to get annoyed already.Granger wrote:Getting stuck at stuff while moving around is one of the most annoying flaws of Haven.loftar wrote:I must admit I fail to see how such a feature would be a QoL issue. I've never once been bothered by it when playing the game.APXEOLOG wrote:QoL? T_T
It's also really fun to run for your life and get stuck at a freaking stump or frog.
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loftar
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Re: Floating-point test server
Yes, but that's wasn't what we were talking about. :)Granger wrote:Getting stuck at stuff while moving around is one of the most annoying flaws of Haven.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
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Re: Floating-point test server
I thought it could be an idea to steer back towards being ontopic.loftar wrote:Yes, but that's wasn't what we were talking about.Granger wrote:Getting stuck at stuff while moving around is one of the most annoying flaws of Haven.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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romovs
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Re: Floating-point test server
Yeah that what I thought, was just wandering why that was implemented in such an awkward way. At least from a player perspective one would assume that speed shouldn't affect the collision tests.APXEOLOG wrote:This is because of the movement system. In Haven speed defines the length of the "step" that character does per one tick. So the movement system calculates the next point based on the step length and then collision system checks if this point can be reached. If player cannot reach the point the movement is not occures. So as you can see, less length of the "step" (less speed) leads to the more accurate movement because the next points calculated more often. This is also the reason why 1st and 4th speed matters for some actions (for example is was possible to run through the wall without corner at 4th speed in legacy, or you must use 1st speed for line-mining in legacy).romovs wrote:Like for example, why on earth character's speed affects how close he can get to the object...?)
I don't know if it remains the same right now, or loftar fixed anything, but actually i think i'd rather make the "step" a fixed parameter and perform number of collision checks during each tick. This way we will have accurate movement with any speed, but maybe more expensive in terms of collision-detection