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  #46  
Old 07-20-2012, 11:25 PM
Imperialistic Imperialistic is offline
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Quote:
Originally Posted by ffcmike View Post
The checks are scanning other players gani on your client
sounds like the problem to me


Both examples you showed in the video TCP/UDP both seem to be off.
I can only recommend you spar on other servers to visualize the difference yourself.
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  #47  
Old 07-20-2012, 11:41 PM
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Quote:
Originally Posted by Imperialistic View Post
sounds like the problem to me
It's exactly what Default does:

Quote:
*Stefan: the old sword hit detection is on clientside
*Stefan: its checking the sprite of the other player and then is hitting yourself
*Stefan: the game is checking if otherplayer.sprite in |9,13|
So there is no reason to believe that would be the problem. Sprites were the predecessor to ganis.

Quote:
Originally Posted by Imperialistic View Post
Both examples you showed in the video TCP/UDP both seem to be off.
So in what way are they off?

Quote:
Originally Posted by Imperialistic View Post
I can only recommend you spar on other servers to visualize the difference yourself.
>

Quote:
Originally Posted by ffcmike View Post
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
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  #48  
Old 07-21-2012, 01:30 AM
Hezzy002 Hezzy002 is offline
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hey

i gave you the solution to stop these people from moaning

so do it

or at the very least

give me a reason why you wont

unless ur scared
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  #49  
Old 07-21-2012, 10:52 AM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Hezzy002 View Post
hey

i gave you the solution to stop these people from moaning

so do it

or at the very least

give me a reason why you wont

unless ur scared
It's a good idea and all, the problem is default cannot be used on Classic as a result of a special server option used by GK and Zone which only Stefan can set, and un-setting it wouldn't be wise. So I'll have to port some systems over to somewhere else, I'll give it a go some time.
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  #50  
Old 07-21-2012, 10:56 AM
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Quote:
Originally Posted by ffcmike View Post
It's a good idea and all, the problem is default cannot be used on Classic as a result of a special server option used by GK and Zone which only Stefan can set, and un-setting it wouldn't be wise. So I'll have to port some systems over to somewhere else, I'll give it a go some time.
Testbed yo.
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  #51  
Old 07-21-2012, 12:45 PM
Pandar Pandar is offline
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Quote:
Originally Posted by ffcmike View Post
It's a good idea and all, the problem is default cannot be used on Classic as a result of a special server option used by GK and Zone which only Stefan can set, and un-setting it wouldn't be wise. So I'll have to port some systems over to somewhere else, I'll give it a go some time.
so ur scared
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  #52  
Old 07-21-2012, 01:09 PM
ff7chocoboknight ff7chocoboknight is offline
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You guys are ridiculous.
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  #53  
Old 07-22-2012, 02:44 AM
Pandar Pandar is offline
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Lol negative rep without a signature.

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  #54  
Old 07-22-2012, 07:04 AM
LordSquirt LordSquirt is offline
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I just skimmed through this thread, and I just want to say that as a sparrer on multiple servers as well there IS a difference in the hit detection on Classic compared to a server like UN or N-Pulse.

I don't really have a problem with it since I don't play Classic that frequently, but I have to agree with Crono in stating that there is a difference.
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  #55  
Old 07-22-2012, 02:09 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by LordSquirt View Post
but I have to agree with Crono in stating that there is a difference.
So any idea what that difference might be?

One point I've been emphasising is that unless someone provides a potentially measurable explanation of what they believe is different, then it really isn't of any use. And if someone doesn't provide any explanation at all, how do I know it's not another case of there being a pre-conceived notion based on the pre-wipe system? Or that their belief stems from an entirely irrelevant factor such as the steps sound within the gani being different?
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  #56  
Old 07-22-2012, 03:27 PM
Emera Emera is offline
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  #57  
Old 07-22-2012, 07:13 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Hezzy002 View Post
hey

i gave you the solution to stop these people from moaning

so do it

or at the very least

give me a reason why you wont

unless ur scared
So I just threw some things together on a default server and simplified them for the sake of conducting a test:

PHP Code:
//#CLIENTSIDE

function onPlayerEnters(){
  
this.initClone();
  
this.setTimer(0.05);
}

function 
initClone(){
  
this.clone = this.showani(200player.xplayer.yplayer.dirplayer.ani.name);
  
this.clone.actor.red 0;
  
this.clone.actor.blue 0;
  
this.clone.layer 3;
}

function 
onPlayerChats(){
  if(
player.chat == "init"){
    
this.initClone();
  }
}

function 
updateClone(temp.xtemp.y){
  
this.clone.+= temp.x;
  
this.clone.+= temp.y;
}

function 
attemptUpdate(temp.m){
  if(
temp.!= NULL){
    
this.updateClone(temp.m[0], temp.m[1]);
    return 
true;
  }
  return 
false;
}

function 
updateAni(temp.g){
  if(
this.clone.ani.name != temp.g){
    
this.clone.ani temp.g;
  }
}

function 
onTimeout(){
  
this.runSystems();
  
this.framecount ++;
  
this.setTimer(0.05);
}
  
function 
runSystems(){
  
  if(
player.hearts == 0){
    
this.updateAni("dead");
    return;
  }

  
temp.ThorRecoil.doRecoilMove(this.clone);

  if(
this.attemptUpdate(temp.m)){
    return;
  }
  
  if(
this.framecount this.swordtime <= 5){
    return;
  }

  
temp.ThorMovement.doMoving(this.clone);
  if(
this.attemptUpdate(temp.m)){
    
this.updateAni("walk");
  }
  else{
    
this.updateAni("idle");
  }
  
  
temp.pl ThorHD.checkSwords(this.clone);
  if(
temp.pl != NULL){
    
temp.ThorRecoil.doRecoil(this.clone, temp.pl);
    
this.attemptUpdate(temp.m);
    
this.updateAni("hurt");
    return;
  }
  
  if(
keydown(5)){
    
this.swordtime this.framecount;
    
this.updateAni("sword");
    
//The real system does have a 2nd layer of damage checks if you're ending blink time with the slash
  
}

Having attempted a spar the hit mechanism itself was spot on as I had expected, hits were consistent between my true player and clone display where their coordinates were matched.

However coordinates were very slightly threw off each hit simply by the difference in our custom recoil having pixel-perfect movement values, compared to default recoils arbitrary angles. This was also expected but makes it impossible to do a complete test.

There is also the slight difference that should you walk into the edge of your opponents blocking area, the corner cutting is not the same, but again this is an intentional difference which looks smoother.
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  #58  
Old 07-22-2012, 08:35 PM
Hezzy002 Hezzy002 is offline
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You should change your recoil mechanism to match Classic's. After all, you SHOULD be trying to emulate their systems, not improve them.
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  #59  
Old 07-22-2012, 08:51 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Hezzy002 View Post
You should change your recoil mechanism to match Classic's. After all, you SHOULD be trying to emulate their systems, not improve them.
While it may not be an exact match, the difference is negligible, and avoids the erratic behaviour I described:

Quote:
Originally Posted by ffcmike View Post
As a result of the default level 3 speed being 0.6 tiles per frame, a value which can not be divided into whole pixels, your characters display is rounded to the nearest whole pixel coordinate, which is also the value synchronised to the server and other players, while your actual clientside x/y values remain at decimal pixel values.

Because of this, with default it is actually possible to see your character edge-on with another players sword, but you don't get hit because your absolute x/y value could be up to half a pixel away from that visible edge. The opposite can also be true, the synchronised value may be closer to your opponent than your absolute x/y value, which can result in your opponents client detecting a hit even though you were really up to half a pixel too far away.
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  #60  
Old 07-22-2012, 08:56 PM
Hezzy002 Hezzy002 is offline
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Sounds to me like you're just trying to justify things you don't want to emulate, but all the players want you to emulate everything 1:1. Your choice, but I don't understand why you just don't oblige.
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