Floating-point locations

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Re: Floating-point locations

Postby vatas » Wed Jun 01, 2016 6:15 pm

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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Re: Floating-point locations

Postby Ysh » Wed Jun 01, 2016 6:17 pm

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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Re: Floating-point locations

Postby vatas » Wed Jun 01, 2016 6:58 pm

@Ysh Sounds reasonable.
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Re: Floating-point locations

Postby romovs » Wed Jun 01, 2016 7:00 pm

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

Postby Granger » Wed Jun 01, 2016 7:04 pm

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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Re: Floating-point locations

Postby jorb » Mon Jun 06, 2016 8:02 am

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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Re: Floating-point locations

Postby xdragonlord18 » Mon Jun 06, 2016 8:53 am

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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Re: Floating-point locations

Postby Glorthan » Mon Jun 06, 2016 8:56 am

jorb wrote:joint dev sessions ... pipe down and chill.


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Re: Floating-point locations

Postby Zou » Mon Jun 06, 2016 8:48 pm

Glorthan wrote:Image

This would explain a LOT of their dev decisions, and the implementation of such.
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Re: Floating-point locations

Postby Burinn » Mon Jun 06, 2016 9:19 pm

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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