10-19-2003, 08:45 PM
adamantine,Oct 19 2003, 01:44 PM Wrote:couldn't this just be bad conversion of tiles vs range, or maybe that one of the sides converts the tile/range up(like with an odd angle) while the other to the converts nearest or down? or that might of been what you said :unsure:I was referring more to the matter that some skills have used a preset targeting range at time in the earlier versions of the game (see the WW thread at the Phrozen Keeps coding forum). If the skill automatically puts a targeting range of 3 in while the player is using a dagger (range=1) you would end slashing at the air a lot.
Personaly, I just think it boils down to the positional desynch that is happening. Client thinks that the range is close enough and animates for that range, server only processes the ones that are really in range, but by this point you are 'desynched' as far as that attack is concerned.
Quote:The second method opens roads to desynch on every player actions started on one frame and developed over several.Yes, but many will not readily note it for situations where they are are repeatedly clicking around the screen for the short timing results. It is when the time is tight like in melee combat (where getting disrupted is very timing dependent) and you have a system that is 'supposed' to correctly restart the next attack at the end of the last (continous mouse button) that you will more readily see the problem. It is repeated clicking of the mouse that can open the two sides up to some of the coding in the game that will 'attempt' to make sure that both sides are in synch. But I feel that is sloppy solution to a serious problem.
Quote:i somehow broke quotes, the name part was working a couple of seconds ago?!Looks like a problem that happened once on the previous version of the AB forums. That got very ugly as all the quote got screwed up for awhile. If it persists, someone may need to contact the admins to look into it.