Recently while raiding one of the new dungeons, I swam on land and lost stamina as if I was swimming.
I have a video of it happening:
https://youtu.be/Hc_bbymw3cE
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jorb
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Re: Swimming on Land
I did actually have the same thing happen to me. Will look at it.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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jorb
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Re: Swimming on Land
Would like to fix this, but not sure what causes it.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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RedSkies
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Re: Swimming on Land
It tends to happen to me on doors where you go from swimming on one side if the door to land on the other, and usually right after you initially open the door. (Though I have seen it happen later on too)jorb wrote:Would like to fix this, but not sure what causes it.
Also, I have actually seen the reverse. One of my dungeon mates ran through a door from land to water and went full Jesus on us. Just ran past us while we were swimming across. I'm very sad I didn't get it on video.
jorb wrote:I hereby forbid you from using it.
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Granger
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Re: Swimming on Land
Sounds like the server switches states (walking/swimming) when it detects the characters transitioning from a tile that needs swimming to one that dosn't (and in the other direction) but (I guess as runtime optimisation) dosn't do constant processing in that regard (checking if the movement mode is correct for the current tile) while being idle or on a transition that dosn't change tile type (which is reasonable from the logical standpoint that there is no need to re-check as the prerequisites stayed the same).
But it is somehow able to miss to notice that character moved from one tile to another (must be under some somewhat esoteric circumstances, as it dosn't seem to be easily reproduceable), so the character is still in one mode while already on a tile type that isn't compatible.
But it is somehow able to miss to notice that character moved from one tile to another (must be under some somewhat esoteric circumstances, as it dosn't seem to be easily reproduceable), so the character is still in one mode while already on a tile type that isn't compatible.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020