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Whackanoob Dialogue Suggestions
Some may remember an old minigame I had within the GC Studios called Whackanoob, which was basically a version of Whackamole where you'd hammer newbies, some of which would be saying irritating/frustrating/comical things.
This is now being remade into a proper studio event. If anyone has any suggestions for some funny things for the newbies to say feel free to post here or let me know. I currently have: Quote:
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pls rate gp
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ill hack ur account
my friend is gm i can get u bant how do i join gp noob! |
U MAD?
n# y u no whack? (I think n# is the one that shows nickname and not account name.) Trololo |
lookn 4 gst team!!
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As for whether it's right or wrong, nobody can ever come up with a reasonable explanation as to why they believe it is wrong. The vast majority of the time it's "I hit them on my screen and they didn't get hurt" and sometimes "the people watching the spar saw me hit them too", which is ofcourse not how default hit detection is supposed to work, as it's a matter of your opponent seeing you hit them on their screen. I've even heard ridiculous reasons ranging from "the steps.wav sound in the gani isn't the same as the default walk gani" to "the arena is the wrong size". It would be good if someone can correct me if I'm wrong, but my understanding is that default HD scans the gani/sprite of other players on your client, and if they're slashing, checks an intersect of 32 x 32 pixels offset by their direction from their body's blocking area, with a 32 x 32 pixel box of your own body's blocking area. I have an online debug level displaying polygons over these boxes which matches perfectly with an offline equivalent level (hence default). It is also my understanding that default recoil moves the player at 1 tile distance per frame according to the hit angle, for 5 frames. That blink lasts between 0.55 - 1.95 seconds (again, good if someone can correct me if I'm wrong) according to release of held arrow keys or slashing. Recoil is also sticking players to walls. The only very slight difference I can admit to, is that our movement speed is pixel rounded, whereas default level 3 shield speed being at 0.6 tiles per frame is not pixel perfect. Unless I were to actually see the client's code or somebody were to offer a credible explanation as to why they think it might be wrong, there's nothing more I can do to possibly make it more similar, other than some speculative experimentation with what order things might be occurring with default, or if player slashes are scanned for multiple times within the same frame. |
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When you have 2 Europeans sparring eachother using TCP, there's always going to be a big delay between slashes going from one to the other, as the data is having to travel all the way from Europe to the USA, and then back to the opponent in Europe. A decent UDP transfer among 2 Europeans would change the situation entirely, as data would then not be having to travel so far to and from 2 Europeans. I've seen videos of spars on UN and iPhone, tested default early in Classic's development as well as pre-wipe, opened up Dev Polo plus an arena (using default) on one occasion where most of the servers were down, and even sparred against a crowd of people on that place which is considered a taboo, guessing ahead of time to successfully hit an opponent inwhich there's a delay seems completely normal to me. |
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Classic's current hit detection is weird under certain circumstances where it isn't on UN, iClassic, or other "default" servers in the past. I don't really know what else to say, but something is off about it. |
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That is the only difference I can account for, and if anything Classic's method is more accurate, as the visible coordinate matches the absolute coordinate on your client. On the other hand, there have also been those with experience who have been complimentary of the new system, who've said it feels right. When developing it I would even swap it around with Default and people who were on PKing couldn't tell the difference, though that may well have been the fact it was level 1 shield speed of 0.5 tiles per frame, which is pixel perfect. |
I would have to agree with Crono, I think thats why Classic was never really a huge sparring server. The hit detection is very awkward and weird especially if you're used to the other 'default' servers, it almost makes it frustrating.
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Thor is right, what Crono described used to happen all the time on default. You would spar someone on 28.8k or 56k modem (or they were intentionally lagging) and the only defense for this was to swing where they were going which made it appear as if you were swinging across the screen.
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http://img155.imageshack.us/img155/5648/pixeldif.png Quote:
There's nothing more I can do unless someone can actually explain it, and it's not another case of "I hit people on my screen and they don't get hurt". |
Go look at Java Graal's source and port the hit detection over.
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Look at this hit Blobz's opponent received on 17 seconds. |
Horrible example @ Blobz. Sparring people I've sparred on UN and iClassic on Classic felt completely different. The HD just reacts differently. I mean, I can't believe how obvious this is...
I don't hit people from awkward distances on either server, only on Classic. Maybe it's the level 3 shield thing, I don't know, but as an active player who actually plays multiple servers I can confirm that it's not the same. The only time it felt "real" was when we both sparred eachother with UDP on. Whoever neg-repped me for like 1 point can **** off, it's not a "placebo effect". |
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It clearly shows his opponent being hurt a whole 2-3 seconds after Blobz had slashed around that area. This backs up the idea that with the combination of default hit detection and lag a sparrer has to guess ahead of time. Quote:
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You know what, I can go all day about how it's not the same (from first-hand experience, not being biased, etc) but I'm not going to bother. It's not what this thread is intended for anyway.
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I don't really know how Crono can explain it more than he already did. On Classic you can hit someone from farther away than other servers, you really can't boil that down to anything more simple than that.
This isn't like an attack against your scripting, but something as a community (majority) would like to see changed. |
this thread sucks
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Where would you start in trying to fix this problem? There are a number of possible causes, and that's assuming that the problem even exists. It's like chasing ghosts to try to fix it when it can't be reliably reproduced. There's no way for him to know if a change he makes resolves the problem because it's impossible to test (it's based on the "gut feeling"). I always hate when I'm in the position Thor is in right now. There's really nothing he can do, but the players keep complaining. I suspect he could change back to classic HD without telling anybody and still get the same complaints. |
Why don't you run the hit detection/movement simulation with two NPCs while simultaneously using the same input with the default system and see if they go out of sync at any point? That'd be really cool to check out and it would give you definitive results.
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What position is Thor in? I think you're over-thinking a little too much Chris, I'm merely just trying to get a point across about a symptom.. not to bash a very helpful developer. |
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A short while ago, one of the most experienced sparrers on Graal said something like "this hit detection is better than UN's", which didn't make any sense, as to my best knowledge Classic's system is emulating default. More recently, during the lag problems, they changed their mind to "this hit detection is worse than UN's", and were quite vehement in the suggestion that I must have changed the hit detection, when the system has been the same for years. Quote:
Unless someone were to provide a measurable suggestion, or I were to see all of the related client code, experimenting with changes would be like chasing ghosts as Chris said. |
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Lovely neg-rep @ the guy who repped w/ "I'm Crono and I ***** when ever someone proves me wrong.", even though I'm not even close to being wrong or proven wrong. lol |
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Making such a video and pointing out instances where you've hit a player from long distance according to your own perspective would mean absolutely nothing. Quote:
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But I'm very confident there is nothing wrong with the sword detection mechanism itself, I made this video to demonstrate: The only thing I'm not certain about is what order default sword checks are occurring in relation to movement, such as before, after or both. I need Stefan to confirm this. |
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Now you're contradicting yourself.
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As for the validity of your claim that it's a common occurrence on Classic, me being a European hosting the spar tournaments I'd have been seeing your opponents get hurt at a similar interval. I didn't see them being hit from miles away from you, with the exception of one person who actually did have a high ping and was running at you like a headless chicken, so no surprise there. |
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The only time there were no issues was when the two of us sparred UDP. Dialogue:"showadims" |
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