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03-04-2016
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107 |
Banned
Join Date: Jan 2012
Location: London
Posts: 85
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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.
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03-04-2016
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109 | |
Registered User
Join Date: Jul 2014
Posts: 783
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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.
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03-13-2016
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110 | |
Banned
Join Date: Jan 2012
Location: London
Posts: 85
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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. |
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03-15-2016
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111 |
Registered User
Join Date: Jul 2014
Posts: 783
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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. |
03-17-2016
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116 | |
Banned
Join Date: Jan 2012
Location: London
Posts: 85
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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. |
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03-19-2016
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117 | ||
Registered User
Join Date: Jul 2014
Posts: 783
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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.
Last edited by deadowl; 03-19-2016 at 08:00 PM.
Reason: More to add aside from the Wikipedia link
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03-20-2016
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Banned
Join Date: Jan 2012
Location: London
Posts: 85
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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.
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? |
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03-20-2016
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Registered User
Join Date: Jul 2014
Posts: 783
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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.
Last edited by deadowl; 03-21-2016 at 03:57 AM.
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