Graalians

Graalians (https://www.graalians.com/forums/index.php)
-   Classic Future Improvements (https://www.graalians.com/forums/forumdisplay.php?f=26)
-   -   Bug Reporting (https://www.graalians.com/forums/showthread.php?t=7835)

Dusty 09-08-2013 02:59 AM

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.

reyalS 09-08-2013 03:47 AM

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.

Dusty 09-08-2013 05:10 AM

Quote:

Posted by Dusty (Post 408201)
I made players stop acting as walls for baddies because they were just getting stuck on players and being easy kills. When I get home I'll add a check so they won't go all thenwaymto the center of the player.

Nevermind. The baddy code is so poor and convoluted I don't think this will be able to be done without just rescripting the entire damn thing. I'll see what I can do about handling it some way.

reyalS 09-08-2013 05:24 AM

This also raises the question, why do bombs reset when picked up?

Dusty 09-08-2013 05:33 AM

Quote:

Posted by reyalS (Post 408278)
This also raises the question, why do bombs reset when picked up?

They always have on Graal.

ufoburan 09-08-2013 06:20 AM

Quote:

Posted by reyalS (Post 408246)
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.

^this. soooo annoying. You can do it from most of the flag room in lagwood tower as well to where you can shuck bombs at ppl on the ground or on the balcony. I have also seen recently where ppl can go to one side or the other of lagwood tower and eat a bomb with a mount and spit fire and damage or pk ppl in the flag room or throw bombs and maybe even arrow them from the ground. I guess being like 5 stories up in a tower and the laws of physics don't apply to graal. Just don't seem realistic being able to be hit by another player whose on the ground and your supposed to be up higher in a tower.

reyalS 09-08-2013 07:08 AM

Dusty said he couldn't replicate it. He's obviously never been to Deadwood.

Dusty 09-10-2013 02:13 AM

Quote:

Posted by reyalS (Post 408278)
This also raises the question, why do bombs reset when picked up?

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.

twilit 09-10-2013 03:11 AM

Pretty sure it only happens when a bomb is thrown at a wall that is thicker than 1tile. (but not all i dont think?)

Dusty 09-10-2013 03:15 AM

Quote:

Posted by twilit (Post 408929)
Pretty sure it only happens when a bomb is thrown at a wall that is thicker than 1tile. (but not all i dont think?)

Not it has nothing to do with walls(I tested it with regular walls and various NPCs), but with what I described above: serverside wall and no clientside wall.

Dusty 09-10-2013 07:48 PM

Quote:

Posted by Dusty (Post 408275)
Nevermind. The baddy code is so poor and convoluted I don't think this will be able to be done without just rescripting the entire damn thing. I'll see what I can do about handling it some way.

Baddies are in the process of being rescripted(I had already started them like last year but never finalized them), as I need some humanoid baddies for the railroad caves. I converted the baddies I made over to a new hit detection system I'm using on the new baddies I designed for the caves, so they're much more responsive/fun to fight.


reyalS 09-12-2013 04:42 AM

They should be able to jump down cliffs and chase their target a certain distance.

Dusty 09-12-2013 06:10 AM

Quote:

Posted by reyalS (Post 409500)
They should be able to jump down cliffs and chase their target a certain distance.

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.

Santa Claus 09-19-2013 07:36 PM

1 Attachment(s)
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

4-Lom 09-20-2013 07:32 AM

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.


All times are GMT. The time now is 02:42 PM.

Powered by vBulletin/Copyright ©2000 - 2026, vBulletin Solutions Inc.