romovs wrote:
[*] Player/animal paths. Due to some server side changes, they behave very differently now - they show only the direction at which the object is moving and not the actual destination as previously (hence the constant 7 tile long path length). Might remove them altogether in the future is they don't turnout to be useful. RIP ugliness.[/list]
Bring back the old values.
This is important!
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019 http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2 Purus Pasta, The Best Client
romovs wrote:
[*] Player/animal paths. Due to some server side changes, they behave very differently now - they show only the direction at which the object is moving and not the actual destination as previously (hence the constant 7 tile long path length). Might remove them altogether in the future is they don't turnout to be useful. RIP ugliness.[/list]
Bring back the old values.
This is important!
For what purpose?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
romovs wrote:
[*] Player/animal paths. Due to some server side changes, they behave very differently now - they show only the direction at which the object is moving and not the actual destination as previously (hence the constant 7 tile long path length). Might remove them altogether in the future is they don't turnout to be useful. RIP ugliness.[/list]
Bring back the old values.
This is important!
For what purpose?
for purpose that is important because I like them
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019 http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2 Purus Pasta, The Best Client
romovs wrote:
[*] Player/animal paths. Due to some server side changes, they behave very differently now - they show only the direction at which the object is moving and not the actual destination as previously (hence the constant 7 tile long path length). Might remove them altogether in the future is they don't turnout to be useful. RIP ugliness.[/list]
Bring back the old values.
This is important!
Hell no, I really hope this change was intended as it's not very logical or fair that you can see exactly where a player or animal is going to be especially if you're the guy using custom client chasing the poor default client newbie.
romovs wrote:
[*] Player/animal paths. Due to some server side changes, they behave very differently now - they show only the direction at which the object is moving and not the actual destination as previously (hence the constant 7 tile long path length). Might remove them altogether in the future is they don't turnout to be useful. RIP ugliness.[/list]
Bring back the old values.
This is important!
Hell no, I really hope this change was intended as it's not very logical or fair that you can see exactly where a player or animal is going to be especially if you're the guy using custom client chasing the poor default client newbie.
Agreed. Ditto on the fairness part, it was definitely pretty silly.
sabinati wrote:do you expect me to just check the forum constantly, fuck off
Kaios wrote:Hell no, I really hope this change was intended as it's not very logical or fair that you can see exactly where a player or animal is going to be especially if you're the guy using custom client chasing the poor default client newbie.
The real intention was to make the interpolation more useful for certain cases in the push-out changeset, but well, no, I most definitely did not mind this side-effect.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
Kaios wrote:Hell no, I really hope this change was intended as it's not very logical or fair that you can see exactly where a player or animal is going to be especially if you're the guy using custom client chasing the poor default client newbie.
The real intention was to make the interpolation more useful for certain cases in the push-out changeset, but well, no, I most definitely did not mind this side-effect.
It also works for catching animals and stuff.
Not only chasing noobs.
Also you know where you clicked with vectors.
Without them I have no idea where i clicked ½ second ago.
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019 http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2 Purus Pasta, The Best Client
Kaios wrote:Hell no, I really hope this change was intended as it's not very logical or fair that you can see exactly where a player or animal is going to be especially if you're the guy using custom client chasing the poor default client newbie.
The real intention was to make the interpolation more useful for certain cases in the push-out changeset, but well, no, I most definitely did not mind this side-effect.
It also works for catching animals and stuff.
Not only chasing noobs.
Also you know where you clicked with vectors.
Without them I have no idea where i clicked ½ second ago.
I think helping noobs out is a lot more important than catching animals, to be totally frank. As far as this changes externalities are concerned.
sabinati wrote:do you expect me to just check the forum constantly, fuck off
shubla wrote:It also works for catching animals and stuff.
If you need help catching animals, then that help should not be ugly white lines and hints about the AI's disposition.
Either way, if you're truly arguing for this to come back, you can leave your hope at the door, because it isn't. Half the point was to make it so that a moving object doesn't necessarily have to have a conception of its ultimate destination, as that was getting in the way of some movement options.
"Object-oriented design is the roman numerals of computing." -- Rob Pike