![]() |
Quote:
However, if you're better than the person your playing with you should still win the majority of games played. |
Thor I wish you would just use the regular hit detection, this thing you're trying is no beuno, and I mean that with all due respect.
|
Quote:
I recall your post in 2012 about the inability to utilize blink and combos, with the following considered:
What may we be missing? If anyone has any doubts about the sword detection, I'd recommend viewing this video - https://www.youtube.com/watch?v=5mBNCGL22wA |
You obviously know more about this than me but why is the default HD not possible?
|
Quote:
|
Quote:
Flashback to my solution: When a player used their weapon, a single global NPC would essentially warp to the coordinates on a schedule and test if any player was in a hitbox. There was no way at the time to specify a duration for this kind of thing, which is probably still the case. I don't know about the possibility of having an NPC spawn for every player, but when there is an upper limit to the number of people allowed to use weapons in a level, you could potentially accomplish this by adding NPCs to each level (e.g. 2 for every 1v1 spar room) and having them use the trigger that moves them and potentially playertouchsme events. Multiplexing my original solution would be the same thing, but with a fixed number of global NPCs attempting to fill the time gaps depending on demand (i.e. lots of overlapping weapons usage is less reliable than if there were fewer people using weapons at the same time than there were global NPCs to handle HD). Edit: I never moved recoil/blink off of Master Storm's systems (I assume Thor did), so if you're talking about that I don't have anything to offer. I pretty much reverse engineered everything else movement-related from the default systems, and I can't imagine Thor didn't take advantage of looking at my code when redesigning the movement system, potentially leaving recoil as something no one ever reverse engineered. |
Due to the fact there is still a common belief that GtA's HD is serverside, I will take this opportunity to point out that both GtA's and Default hit detection are 100% clientside, and that absolutely no code remains from previous hit detection or recoil systems. In fact the amount of code that was either re-used or adapted from pre-wipe Classic (2009) is negligible.
|
not read through thread again, but wasn't graal the adventure coming to fb client?
|
Here's an idea: nested hitboxes. Instead of all damage being equal, you take more damage the deeper you are into the hitbox nest. Then have sword upgrades extend the ranges of the inner-hitboxes.
Quote:
|
Quote:
And it's funny that you mention aesthetic changes, as there has actually been a very experienced sparrer who used the rate at which steps.wav sound plays as a reason to suggest that the hit detection is different to default. |
How about everything I did that wasn't baked in in the first place? You independently decided that there should be multiple camera modes and that the C key should toggle them? That shops should have a uniform camera/selection system? That players in narrow spaces shouldn't block other players' passage? That a player's char is in a spotlight surrounded by darkness when they die? Having stone-resembling turtles as baddies? That simply attacking another player when you're a saint should cause a loss of sainthood rather than having to kill that player? That there be PK points/ranks and Spar points/ranks? You decided that bushes grow as they respawn? You independently reverse-engineered Graal's odd pathfinding/side movement, AP system, and gani precedence? You requested that stefan add the functions findareaplayers and methods for determining player spar rating among other things?
I'm sure you've done a fine job refactoring everything to your liking, but at least some of your code uses the same constants that was originally in the code I had written. Of course I might have just misread and realized you're talking about clientside damage systems, and that's all your baby, but I get the impression that you don't want to credit me for anything I worked on. |
THANK YOU FOR YOUR CONTRIBUTION MASSOKRE
YOUR STATUE WILL BE WHERE NOBODY CAN SEE IT |
Quote:
|
Quote:
|
This should be in the Development Section /movethread
|
Quote:
To answer your question however, some of these updates you mention were changes which I ended up encountering the need for naturally (such as players not blocking in tight spaces), or systems with a similar purpose that I ended up making independently of yours (such as spar/pk ranks, sainthood handling), or functionality that I could have just as easily implemented a custom algorithm for (spar rating, ap etc), or entirely irrelevant to the current systems (side movement). These are also fairly peripheral updates which didn't revolutionise the server, aren't looked back on with fond memories by players, and don't cause visitors of the current server to salivate. Not to discredit your efforts, particularly as they came at a bad time under difficult circumstances and systems, but it would take a lot more to convince me that you've had a significant bearing on the standard of the current server. |
Quote:
Players not blocking in narrow spaces was since baked into the default system, at least on iClassic. Graal existed for almost a decade without systematically doing anything about idling players blocking narrow spaces. I don't see how you would have come up with the same idea naturally, specifically because there is never a player count high enough on Graal the Adventure for it to be apparent. If iClassic hadn't recycled that feature, there would be significant problems at its current player counts. It was essential in scaling from dozens of players to thousands of players. I thought blocking in narrow spaces was bad enough of an issue with fewer than 100 players. It wasn't even the best implementation, but it certainly helped a lot. For a cleaner implementation, it shouldn't have required sending additional information over the network, which would prevent lag from being an issue. It was just convenient to tack onto other nonblocking states that needed to be communicated over the network. If I were to have implemented clientside hit detection, I would have used pretty much the same approach. Spar/PK Ranks: Apparently this was another concept that was good enough to be borrowed by multiple servers. I wouldn't find it necessary for anyone to implement it the same way I did. I'm guessing by stating that you implemented it independently, you moved away from logarithmic ranking? That wasn't even unique. I was looking for something well-established, and the particular parameters of a logarithmic ranking system looked good. The concept was what was the most important. Meanwhile, I have no idea what differentiates your ranking system. Competitive ranking was a new concept to Classic, but it certainly wasn't a new concept outside of Graal. I probably would have skipped spar ratings if the sparring community wasn't adamant about having the old system back. There were also complaints about losing sainthood after hitting another player once instead of only losing it when killing another player. Quote:
|
Quote:
Quote:
Quote:
There were no unreleased quests which were near ready for release with baddies provided, there was a quest supposedly for Avalon which had a key/lock system and a neat leaf-on-water ride, but even with baddies would still have fallen somewhat short of being releasable. There are several assets such as graphics/ganis which were salvaged such as the Stone Turtles you mentioned, but other than that it is mostly empty shell levels. Quote:
There are 504 unique accounts that have at least 1 GC ticket. Our first dungeon style quest was Zol's Toilet, which has been completed by 1023 unique accounts. This has not required UN to go down either, for a couple of months throughout the previous summer we had between 10 - 25 players online with events hosted regularly while remaining un-listed. Is it really worth making snide comments over what are ultimately peripheral features when I have tried to give you reasonable credit? |
Quote:
Edit: Now that I think about it, there was also that awesome cavern maze to Kull's that maximus_asinus made. Edit 2: Also, I believe Sardon's Tower had been rescripted with the sole exception of baddies. I believe the first set of quests I wanted to release consisted of the Castle Quest, Gnome Caves, Kull's Castle, and Sardon's Tower. Quote:
|
lol
|
Quote:
My issue with this is that while it may have been an improvement on the Castle quest back in 2006, it doesn't really fit in with either the standard or style compared to what we've aimed for post 2009. Let's say we converted the GS1 and carried out all the necessary re-works, it would fall some way short of the type of quest I'd want for a Blue Graal temple for example. Though that probably isn't helped by there already being a couple of existing and planned quests which involve water/fluid elements. Quote:
Quote:
Quote:
Quote:
|
are these grievances really coming up in 2016
are you looking to list graalonline on your resume or something |
Quote:
|
Quote:
Quote:
|
Quote:
Failed |
Quote:
|
Maybe he's talking about Luda. :D
|
what is massokre's end game here anyway
are you expecting to force thor into submission and he just relinquishes classic/gta and gives you control or something even if you were going through the right avenues i doubt you have the political clout to accomplish anything http://www.graalonline.com/guilds/vi...0&view=members do you even know anyone on this list besides xor I sure don't and I was communicating with the pwa daily for a ****ty stretch of lifespan as recently as 2-3 years or some **** ago? |
Kevin did some good things. He also did a lot of bad things. Meanwhile, I'm not going to judge someone in 2016 for being immature in 2006.
Thor has done an excellent job in quest building. I think he should push for Classic to be relisted again. At the same time, I'm disappointed a lot of what I and others worked on was left out, and I don't like seeing good content go to waste after having attempted to rebuild the server after the first wipe. I'm free to my opinion... as is Thor... and Kevin... and everyone else. |
Quote:
|
Damn son.
|
I'm baffled as to what that has to do w/ literally anything
the year is 2016, I've been separated from graal for ~3 years and it's beyond bizarre to see someone show up again 6-7+ years later and start demanding credit and whatever else from someone who has stuck with the project consistently hasn't thor had control of the server for nearly as long as gta existed pre npc-server by now |
Quote:
Quote:
Quote:
Quote:
|
Because it was marginal.
|
As recently as yesterday i've seen code I wrote with all references removed still in heavy use on UN but tbh I'm happier not being associated with it
Considering the evolving standards of GTA (devolving standards of UN) it seems naive to expect a large share of credit this far removed in time |
Quote:
|
Quote:
|
Quote:
I don't think any graal server has a very long memory and I'd rate my contributions to content on servers at less than 0 tbh at this point Why is this a point of contention anyway? Were you forced out? Everything about it is that unmemorable |
Quote:
I couldn't continue to take care of Classic because I had to start taking care of myself. |
|
Plot twist:
Thor=Antago on medication Where the hell is Antago? Why did you permaban him derpy :cries: |
Quote:
Delteria plan to launch on iOS Place the i in front of the S: Carlito IsAntago |
is thors fisher price version of graal the adventure done yet
|
Quote:
The present gameplay value could multiply if you could replay quests on the same account for stats (completions at 100%/Any%, fastest times at 100%/Any%, etc). Otherwise, the only other single-player things to do are archery, gralat hunting (limited), and some trading card hunting (also limited). Events could potentially be improved at this point if any player could host certain events structured enough to not require administrative priveleges, but whether that would have any ROI is questionable. Usually when I decide to log on, there aren't many players aside from idlers. If a solid player base ever happens, there's the custom guild system/MoD fort (haven't seen), the card game, pking, sparring, and events. Meanwhile, in regard to sparring/PKing, I'm not sold on clientside HD at the iClassic scale aspirations (considering iClassic), but I imagine it would still be fine at 2001/2002 GtA scale. |
Quote:
|
Quote:
I can kindof see why one might associate GtA with Fisher Price. |
>ages 4-9
|
Thor, just work for iClassic bro
Let's get this show on the road |
just hire me
|
Quote:
However Xor did not dignify it with a response. |
| All times are GMT. The time now is 06:15 PM. |
Powered by vBulletin/Copyright ©2000 - 2026, vBulletin Solutions Inc.