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Dont rush T2

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Telen
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Re: Dont rush T2

Post#71 » Sat Feb 07, 2015 2:52 pm

Azarael wrote:I can't see how AoEs can be implemented correctly without the ability to perform traces serverside for visibility.
Is los on aoe handled by the server or is it checked by the damage receiver client. If its server thats not likely to work.
I suppose if it was client handled that would mean hackers could avoid all aoe damage though. So unlikely.
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Azarael
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Re: Dont rush T2

Post#72 » Sat Feb 07, 2015 3:02 pm

I've seen no indication that AoE LOS checks are handled clientside so far.

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noisestorm
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Re: Dont rush T2

Post#73 » Sat Feb 07, 2015 5:32 pm

regarding the AoEs.. im just spitting out my thoughts here and have actual no idea how well it can be worked out but here it comes:

isnt it possible that for a) aoes from yourself (like chopper or marauder cleaves) and b) range aoes around your target (like sorc/bw range aoe) you handle it like:
a) each 'possible' hit in your range/radius is treated like a seperat LoS check like you currently have it for normal spells and you only hit those who fulfil the LoS critera.

and for
b) you check the same LoS but only going out from your Target you cast the AoE on. so if my target has 5 people in the range for the Shattered Shadows, but only LoS on 3 of those, it only hits exactly those 3 and the other 2 without LoS (but actual possible range) are unaffected..

i guess it should work somewhat like that, but i srsly dont know how well you can translate that into the code..
edit:
would it be hard to 'consider' people you dont have in your target (like if you mouseclick someone) as actual targets? in other words: cheat the system and let it believe you have people targeted even though you dont have them?

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Telen
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Re: Dont rush T2

Post#74 » Sat Feb 07, 2015 5:57 pm

The client only tests los on the main target. All other los checks for those in range of the splash damage is handled by the server. aoe without a target are handled exclusively by the server.

How would you get the server to do those checks without a 3d mesh.
Last edited by Telen on Sat Feb 07, 2015 5:59 pm, edited 1 time in total.
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Vdova
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Re: Dont rush T2

Post#75 » Sat Feb 07, 2015 5:58 pm

Telen wrote:
Vdova wrote: Does it mean, that pet classes will never work correctly? Even as good as on live servers( whre they were also buggy as hell?)

Because that is big shock for me. It means we can never make the game running...
The pets will have used the same navmesh as the npcs. No navmesh no pathing.
I dont know what server side depends on a mesh of the game world, auto attack or aoe splash, some stuff will be very hard to get working. Some game mechanics might need to be altered or removed.
Ok, so there is option to solve pet and pet pathing issues by removig them from the game. That means redesign those classes(WL, SH, Engi, Magus).
Maybe give them "pet" toggle active abbility(like WL or Mara stances for example) and abbility for that characters to act like those pets are presented with all dmg/passive bonuses.
Or?
Vdova - Witch elf princess of suffer and despair

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Telen
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Re: Dont rush T2

Post#76 » Sat Feb 07, 2015 6:09 pm

Vdova wrote: Or?
I know etaew wrote a node system for pathing in Dawn of Light with closed off grids to route mobs. Obviously wouldn't do anything for open world but might work for scs. Time to tackle that would be when doing pathing.
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