- Status Closed
- Percent Complete
- 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
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:
14.07.2009 23:16
Reason for closing:
Additional comments about closing:
Fixed (hopefully) by Kougaro
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
Setting new
setting back to unconfirmed till someone other then the reporter can confirm
I've seen it happen a lot, more often with the npcs that run, like three of the dlayos.
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.
Confirming due to comments
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?
assigned to kougaro per request
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.
Can we get this tested and closed?
I had hoped Loyni would retest this. Since it is his report anyway, I will close, and let him re-open if he disagrees :)