![]() |
disabling v2,3?
When will v2 and v3 be disabled? There's a lot of stuff ready for Classic that uses clientside gs2.
|
You can disable v2 and v3 on your server.
Add this to your server options: HTML Code:
v30enabled=false |
hmmokay, I'll tell Manager that.
|
We still need to fix the problems with the Intel 82810 onboard-gfx before we can disable v2 I guess
|
Quote:
It's been twenty hours, ready to test! |
Quote:
I'm trying to separate players, tiletypes, and NPCs in my movement system rather than using onwall2. Why? It might seem unneccessary at first, but it offers a lot of functionality. Separating players is a different problem from separating NPCs. It's a lot easier to optimize finding a player by cycling through the players array with a constant width and height. However, NPCs can have a dynamic width and height. That means you can't necessarily check within a certain range of NPCs. You also can't check the dontblock() and blockagain() functions by cycling through the npcs array. However, having a function for each of them would still make things easier. What might doing this offer? 1. We can make it so that players with a certain flag don't block. 2. Using that, we can rewrite what determines which players can or can't be hit. 3. Using that, we can expand the definition of nopk zones. Making it so audiences in events are safe AND can't block the way out. 4. We can make dontblock zones for narrow passages (ex. water-land blue dock thing) 5. We can make a spectate mode, for people using focus commands that enable them to change their focus using the movement keys so they wouldn't get hit, and wouldn't block. Hmm... let me add, there are a lot of NPCs on Classic. Particularly on the gmaps. Which is making clientside optimization quite an issue. |
Hmmm there is clientside findareanpcs(), but it might be a little bit bugged, only work for level npcs. In the next version it should work better.
|
Quote:
|
Quote:
I'm assuming findareanpcs(x,y,w,h)... and it returns indeces? However, it's always giving me 0 here. PHP Code:
and I tried player.chat = temp.tnpcs.image for that and and I also tried it for temp.tnpcs.findareanpcs(tx,ty,w,h); I just can't get it to work at all -_- ADD O WAIT. I know why now. Stefan said it only worked on level NPCs. I interpreted that as a detection problem. Hopefully next version it will be available for weapon NPCs too. |
No, array of npc objects. If you want indexes use getareanpcs.
|
Quote:
|
Quote:
|
Quote:
|
Check with the latest version?
|
Quote:
|
Quote:
Ah but its bugged on gmap, will be fixed with the next version, sorry for that x-x |
yeah gmap is bugged, also lags a bit (a considerable amount more than v2), weapons also have errors. Can't seem to tell things like strequals(#w,weapon_name)), and some other commands. But that might be v4 in general. My biggest problem is extra lag. other than that, I can play v4, and it hasn't frozen yet (I've only been on a bit, but I'll tell you if it freezes)I reall y don't think v2 should be disabled just yet. I also had errors with opening PMs (just lagged a lot)
|
Quote:
Is v4 working for you now? What is bugged with gmaps? What errors do weapons have? |
lags going away, but the above weapons errors are still there for DR at least x_X
|
Quote:
ex. this.width = n; this.height = n; can't be used. |
Quote:
|
yeah overall, it has sped up quite a bit, however I still am having trouble with weapons, they randomly fire when i start the server, the don't follow the code (for example, when I start, the player automatically does the fishing gani, even on land), don't do triggeractions, i have a script that is nealy never ending. Could this be because they are in gs1? if so, v4 should be able to handle gs1 as well as gs2
|
Quote:
Maybe, check this out. After you have an idea what Graal4 is fussy with, take a look at the weapons in question and see if you are able to find a fix. |
Oh, and stefan, I can't get it to work in any level from my movement sys. If it should work and it doesn't, a case similar to the gmap updateboard and showpoly fixes in that they didn't work for Classic at first, I ask you to please come to Classic and take a look. It's the last piece of my movement system before I can stop using onwall/onwall2 on Classic's new (future) movement system, and start deciding on the vars for nopk spectate and pause. Right now though, I can restructure the default moving class a little bit.
lol, done... now Opposite Boots are one line of code, and Gravity boots are like 5. |
i'm following many of the rules, but im still having trouble making it all work x_X how could it be so much more 'picky' x_X what else could I be doing wrong, theres no missing ; or {} out or f place, i replaced this. with temp. I formatted everything well, what else could I do?
|
Quote:
Hmm.. is findareanpcs gonna ignore hide() and dontblock()? You can pick up hide through NPC vars, but not dontblock. I also can't pick up players[i].paused, even though I wanted to rescript the pause system. Will there be any way to make a public flag for a player so I can detect that or will I have to make some weird sort of serverr.paused account list? |
Quote:
PHP Code:
PHP Code:
Quote:
this. variables are stored within the NPC, temp. variables are destroyed at the end of the current function. Quote:
|
it's all within an if(created||timeout) event, so yeah, the thing is, I'm currently working on a day/night script and the time works, but the day/night part doesn't its all under if(isonmap) ...oh right XD it doesn't work because gmaps don't work right yet on V4 XD ok, thats that. However this doesn't explain all the other scripts that well, but I could double check. And gs2 is quite hard to learn especially when I couldn't check stuff easily, being that I was using V2 all this time. Anyway, I am learning it ;)
|
It should be if (playerenters || timeout). I will try to come on Dark Rival to help when i find some time this weekend.
|
thanks a lot ^^ I'm learning gs2, and that should help.
|
Well on the subject of my movement system.
1. Still need findareanpcs() for weapons on Classic. 2. Would it be possible to add NPC/Player vars for not blocking? Like NPCs using dontblock() or hide(), and players that are paused or in a nopk zone. I just hate having complications. It's not quite as needed for players when your scripts all control the players. NPCs, however, can change their blocking state serverside or clientside... so once again I'd have trouble there. I mean, I've gone out of my way to try to institute movement using the most dynamic means possible (ex. It turns opposite boots into one line of code). I'm also hoping to institute it to serverside movement (for baddies and fighting fish), though I'll have to restructure it a little bit, moving away from recursion. In that case, I could use the same restructuring on the clientside. |
Quote:
|
| All times are GMT +2. The time now is 09:36 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.