You should just look into cart behaviors in general. I've noticed they just stop following in certain scenarios without any clipping. One common one I've seen is when I run into a dirt path for example. Their speed also seems to be based on the tile you picked it up on too, though I'm not too sure how big an observation that one is. Some days I'd have a speedy cart and some days itd be slow.loftar wrote:I'm pretty sure the reason your cart gets stuck is because of the front of the cart, not because of the shape of the tree. While I will perhaps not say it as certainly for players, I'm fairly sure the same is true there, but on that note, one of the things I plan to change once this system has been somewhat tested, is to effectively rotate the player's bounding box 45°, which should make it generally more conducive to not get stuck on stuff, trees or otherwise.tyrtix wrote:I had many times my toon stuck in the corner of a tree while trying to get around it, and it happens more if you pull a cart tho. Maybe is not the corner, but i won't be sure about that and maybe round hitbox will remove the problem.
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Astarisk
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Re: Game Development: Bound in Checkers
IRC/IGN: Rawrz
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loftar
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Re: Game Development: Bound in Checkers
I've never noticed any of those myself, actually. I've never had a cart stop following me unless it clips, and their speed has always updated properly for me. If what you say is true, it would be great if you could find a way to reproduce it.Astarisk wrote:You should just look into cart behaviors in general. I've noticed they just stop following in certain scenarios without any clipping. One common one I've seen is when I run into a dirt path for example. Their speed also seems to be based on the tile you picked it up on too, though I'm not too sure how big an observation that one is. Some days I'd have a speedy cart and some days itd be slow.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Enjoyment_2
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Re: Game Development: Bound in Checkers
well, it could be nice, but I imagine you guys will change a couple of objects no one cares about (like natural wonders and v-idol) and then just move on with new interesting mechanic and meanwhile ppl still will stun every 3 steps in woods because of huge square trees (some of them larger than 1x1 tile)... but who cares - there's no problems with trees, right?loftar wrote:In this particular case, we wanted to test so that the implementation works properly before going fully into it. If there aren't any obvious bugs with it, I'd imagine we'll start changing more hitboxes soon.Enjoyment_2 wrote:So since this patch players just need to imagine trees, animals, structures with proper hitboxes, and don't wait for devs to actually make them.
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Sollar
- Posts: 561
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Re: Game Development: Bound in Checkers
They added lag ... Hold your moneyshubla wrote:Devs suck what the heck why not add anything!!! i want my money back![]()
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tyrtix
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Re: Game Development: Bound in Checkers
uhmm, while we are at it, why orcas just ko'ed me, then when i woke up they killed me and not even aggroed me? i wasn't even able to port away...
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Astarisk
- Posts: 882
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Re: Game Development: Bound in Checkers
It could be the fact I was using it with a sled last, but it seemed fairly reproducible to me. I'd always have it drop in the same area and would frequently update its speed on tiles manually if it was slow. I can try to re-look into it.loftar wrote:I've never noticed any of those myself, actually. I've never had a cart stop following me unless it clips, and their speed has always updated properly for me. If what you say is true, it would be great if you could find a way to reproduce it.Astarisk wrote:You should just look into cart behaviors in general. I've noticed they just stop following in certain scenarios without any clipping. One common one I've seen is when I run into a dirt path for example. Their speed also seems to be based on the tile you picked it up on too, though I'm not too sure how big an observation that one is. Some days I'd have a speedy cart and some days itd be slow.
IRC/IGN: Rawrz
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shubla
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Re: Game Development: Bound in Checkers
It does, you often clip into them especially when pulling a cart.loftar wrote:No, trees are so small that I don't really think the exact shape of their bounding box matters at all.shubla wrote:But how about trees? are they now circular?

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Gogonez
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Re: Game Development: Bound in Checkers
You think? That was the way we initially made that change last week, but it was thought to make Diplomacy effectively useless. You disagree?loftar wrote:Gogonez wrote:Maybe "You need Realm Autohrity Object on screen, to set last minute diplomacy on him ?"
I am not sure, but if Balders Bra buid cairn's with twink's, and def with twink's been near cairn's, so ok, but i think they use diplomacy been not near cairn's
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boshaw
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Re: Game Development: Bound in Checkers
Oh, is that what `obst` is or am i blind? Is that layer even documented in the default client yet?loftar wrote:They already are.boshaw wrote:Any chance of the new hitboxes being advertised via the res file with some new layer
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Hollogodis
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Re: Game Development: Bound in Checkers
Yea its cuz ur using the sled, the cart gets the slow sled speed on dirt then u speed off and lose it. But you can just wait for it lol