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Technical Help: IN GAME bugs (after loading world) /
« on: December 28, 2004, 11:40:40 am »
As far as I can see, the major \"bug\" of this game is the lack of lamer-filter.....
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Originally posted by Cirque
I just did some in depth searching and came up with this. It could still be wrong though but it looked legit.
Melting point: 1414 ?C, 2577 ?F
Boiling point: 2900 ?C, 5252 ?F


Originally posted by SeytraQuoteOriginally posted by Lejon
Yes ofcourse I know that, today ther is no perfect code.
Ther maby was back at ASM for what today is simple tasks.
But untill the programs make/debug/improve programs, it will never get perfect agin.
I think this is a myth. I don\'t consider ASM to be some inherently superiour language that magicly makes any program written in it perfect. No, it is my impression that, regardless of the language you code in, you\'ll end up with the same percentage of bugs and non-optimised code if you take into account that you can more easily create more complex programs when using higher-level languages. Therefore, if you write a VI clone in ASM, I\'d actually expect way more bugs in it than if you code the same thing in C++.
Also, it is my impression that compilers have gotten reasonably good at optimising code, considering the myriad of different processor types and extensions out there even for the x86 platform. Maybe a coder who is extremely familiar with one architecture will be able to produce code that is more optimised for that platform, but I also think that the coding time will be way too big for any serious program to consider a pure ASM approach.
ASM still has it\'s merits, but as everything else, it\'s not some \"universal way to the light\", so to speak.
I however must acknowledge that I have only basic knowledge of and experience with ASM, so maybe I\'m wrong on this. OTOH, if I were completely off, ASM would be in greater use I think, so...
Anyway, back on-topic, I think that the /spawn command will be in CB as well to avoid this, at least in the early stages. It\'s still alpha, after all. Maybe you\'ll have to message a GM to /spawn you to avoid abuse.
Originally posted by Desnonroth
Even after a long debug, it is almost impossible to make the game code perfect. I hope, that I won\'t get stuck in some... ...unwated places...But I expect and prepare myself to meet some bugs along with CB...
Originally posted by rorian
Man, I can just see training now..
Trainer: \"On your marks, get set, FALL!\"
*10 noobs jump off ledges like lemmings*
*9 noobs drink health pots, one goes to get ressurected*
Trainer: \"AGAIN!\"
Originally posted by Desnonroth
I will probably be stuck in battle in some arena due to a bug...



Originally posted by Boldstorm
The one problem I see with this is that falling damage doesn\'t work like this in real life. Damage is more on a curve then a straight line.
If you fall from 10 meters and it half kills you, it wouldn\'t take 20 meters to kill you but more like 15 meters (just using this as an example). Also I don\'t think a 5 meter fall would take 25% of your health since either.
I think falling damage needs to have more of an exponetial factor to it.
Originally posted by rorian
You might also want to consider player level in the fall damage.. No level 1 player is going to think it\'s very fun when a 2m fall kills them, while a level 10 player only loses 2%hp.. so should it be normalized to a % of health?
I\'m quite sure that the fall-damage will have to be tweaked quite significantly. What about sliding down slopes, or hitting a scrub halfway down a cliff? Is damage calculated when you hit the scrub, then again when you hit the ground? Does fall-height get reset when you hit the scrub?
Also, should there be a cap on maximum hp lost? In DAoC, for instance, you would lose up to 99% from one fall (or, if the fall was extreme, 100%, but this required a huuuge falling distance), so it was still quite hard to die from one silly mistake.
Also, how would you train for ths \"safe-fall\" skill? Jumping off ledges like a lemming?