PlaneShift

  • Status Closed
  • Percent Complete
    100%
  • Task Type Bug Report
  • Category Engine → NPC
  • Assigned To
    Tristan Cragnolini
  • Operating System
  • Severity Medium
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: PlaneShift
Opened by Loyni - 04.02.2009
Last edited by Lanarel - 14.07.2009

FS#2739 - You're too far away to loot X, when the client shows you're there

When you kill NPCs with magic (I used flying stones), sometimes the server death-spot is different
than the client one. if you search around, you find the loot spot about 3 units away (that’s an estimation).
Direction of the client→server spot is not standard and seems to depend on the NPC rotation at the moment of death.

Closed by  Lanarel
14.07.2009 23:16
Reason for closing:  
Additional comments about closing:  

Fixed (hopefully) by Kougaro

Loyni commented on 04.02.2009 15:46

loyni.thetasteofsilver.compubpsbtshot78.jpg Steps to reproduce:
1. Hit the npc , so 1 spell cast can kill it.
2. Move far away and wait for it to start moving towards you.
3. Cast the spell and kill it.

In 3 out of 10 tests I performed, the loot spot was as displayed in the picture.
In another 4 out of 10, it was at the same angle and distance, opposite from the path-line.
in the other 3 out of 10 I couldn't find the spot in time.

The interesting point here, is that the server-side death spot is nowhere near the path the NPC followed before its death O.o

Loyni commented on 07.02.2009 15:18

Setting new

Caarrie commented on 07.02.2009 16:06

setting back to unconfirmed till someone other then the reporter can confirm

Kevin commented on 08.02.2009 02:01

I've seen it happen a lot, more often with the npcs that run, like three of the dlayos.

James commented on 09.02.2009 09:37

I notice this as well with ranged kills. When the npc is moving the spot you have to be at to loot is not where the client shows the monster. Generally I start at the monster and go back along it's path hoping I find the correct spot so I can loot.

Loyni commented on 09.02.2009 16:48

Confirming due to comments

Tristan Cragnolini commented on 19.02.2009 08:54

I tested, adding MulticastDRUpdate() when the actor dies solve the problem, by sending to the client the actual position of the actor. Inconvenient is that the npc "teleport" if it was moving. I will commit that in the near future unless someone got a suggestion to fix it better?

weltall commented on 21.02.2009 09:36

assigned to kougaro per request

Tristan Cragnolini commented on 16.05.2009 07:55

Ok, so I tested and commited that. I believe this is not such a bad thing though, as the "teleportation" of the npc will diminish if the client-side DR prediction algorithm is improved.

Anonymous Submitter commented on 14.07.2009 00:37

Can we get this tested and closed?

Project Manager
Lanarel commented on 14.07.2009 23:15

I had hoped Loyni would retest this. Since it is his report anyway, I will close, and let him re-open if he disagrees :)

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