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09-08-2013
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136 |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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Type to run is just a form of input sticking. Common thing in any game as input changes while a key is pressed. Easy fix though.
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09-08-2013
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137 |
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Retired
Join Date: Aug 2011
Location: Louisiana
Posts: 569
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When a bomb is thrown on a wall, it reaches it's destination and then return to the thrower. This enables people to able to spam the grab button hitting people with bombs. In regard to towers, people can stand on an area like the deadwood balcony or any flight of stairs and just repel people effortlessly. I would post a video but I don't know how.
Last edited by reyalS; 09-08-2013 at 04:52 AM.
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09-08-2013
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138 | |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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09-08-2013
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139 |
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Retired
Join Date: Aug 2011
Location: Louisiana
Posts: 569
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This also raises the question, why do bombs reset when picked up?
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09-08-2013
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140 |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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09-08-2013
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141 | |
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Registered User
Join Date: Apr 2013
Posts: 1,682
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09-08-2013
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142 |
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Retired
Join Date: Aug 2011
Location: Louisiana
Posts: 569
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Dusty said he couldn't replicate it. He's obviously never been to Deadwood.
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09-10-2013
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143 |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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Okay so the issue is there are serverside setshapes implemented to block projectiles. However the same NPCs do not setshape clientside. Since projectile collision is handled by the server it is detecting the bombs have hit a wall, thus they they land at the player's feet. However clientside there is no walls(and visually projectiles are clientside) so the projectiles themselves are flying over the wall and hitting players. There is no easy fix for this because of how projectiles function. The only thing that can be done is to go over all the NPCs being used at towers and add clientside setshapes to the projectile blocking setshapes. Compile a list of the areas this happens and I'll get around to it when I can. |
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09-10-2013
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144 |
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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Pretty sure it only happens when a bomb is thrown at a wall that is thicker than 1tile. (but not all i dont think?)
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09-10-2013
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145 |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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09-10-2013
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146 | |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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09-12-2013
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147 |
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Retired
Join Date: Aug 2011
Location: Louisiana
Posts: 569
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They should be able to jump down cliffs and chase their target a certain distance.
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09-12-2013
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148 |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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I actually considered allowing them to jump down cliffs. It'd be interesting, but right now their wallchecking is using a default onwallpath() function. If I allow them to jump down cliffs they'd have to be able to look at players over cliffs, which means a custom wall check. Not hard, but it will be more taxing than using the client function. For a feature that will be hardly used, I don't think it's worth the extra processing/effort. Also their chase distance is fairly large, but if they can't get to you(because of a wall) they will give up. |
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09-19-2013
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149 |
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Scrubs.
Join Date: Sep 2011
Location: I live in space
Posts: 2,272
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and other bug is when you type pass the white bar the screen doesn't follow along with the text so you are blind when you type pass it
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09-20-2013
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150 |
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Registered Old Person
Join Date: Sep 2013
Location: Graal City Restaurant
Posts: 4,742
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Particularly when an Event warper is found in the Mausoleum area (the dark cave entrance) there is an issue with entering the warper. I get pushed back and down about 12 tiles several times when attempting to enter, and then disconnected from server. When I log back on, I (usually) show up in the event, but not always.
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