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Leeloo

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« Reply #15 on: September 02, 2005, 10:07:28 am »
Not everyone is able to compile and get their own server running, even though they may be great testers. Programmers aren\'t the right people to test every aspect - they are great at testing every combination that makes sense, but for testing the combination that don\'t make sense, you really need what some people call \"lusers\".

I can\'t even compile the client, how would I ever get the server working? The PS code is very picky about what compiler one has installed.

And if the main server is not for testing, and it\'s not for playing (\"This game sucks, way too much is not working\" - \"you\'re here to test, if you want a finished game go buy UO\"), then what is it for?

Neryam

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« Reply #16 on: September 02, 2005, 01:00:48 pm »
I.. don\'t have a clue how to compile a server, and don\'t you need a \"server\" to compile a server?

Increase the attack range?? its already twice as large as ours and it isn\'t helping, and besides its unrealistic to see the rogue hitting you from across the room.
Vis vires est haud claustrum ut animus. Power is no bar to the Heart.
Guild Knights will return. When I feel like it.


Drey

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« Reply #17 on: September 02, 2005, 01:37:19 pm »
is it that far? i havent really had much chance for powerlevling over the last weeks or so...

but i must say i prefer that over the people killig then easy way thing except im going to guess that it can cause problems with people getting killed through walls especially with more aggressive monsters...
<Rux> i wish i could say that narrows it down, but the internet is one freaky place

Neryam

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« Reply #18 on: September 02, 2005, 01:47:06 pm »
Well yeah I ran awayfrom a rogue and even though it was a bit of lag probably he hit me from about 5 meters away. literally. I died btw. X(

Yeah and the through walls thing.. actually people can attack through walls too they should change that later..

But the AI is really horrible as of now anyway, they can\'t talk, follow or hit.. :rolleyes: SO we can fix all at once :D
Vis vires est haud claustrum ut animus. Power is no bar to the Heart.
Guild Knights will return. When I feel like it.


DaveG

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« Reply #19 on: September 02, 2005, 07:55:19 pm »
Quote
Originally posted by Neryam
I.. don\'t have a clue how to compile a server, and don\'t you need a \"server\" to compile a server?

I compiled the server on my laptop just fine.  If you want to serve to many people at once, then you\'d need a more powerful computer, but for testing you\'re not doing that.

If you\'re not able to get your own build working, that\'s fine.  (Though, it\'s probably not as hard as you think it is.  Ask on IRC and people will help.)  Most of the bug finding can be done on the main server, without too much of a problem.  Though, if you\'re only testing on the main release code, you often end up reporting problems that have already been fixed.  (if you think that may be the case, ask someone with a CVS build to check for you)  It\'s just the repeated testing that becomes an issue.

::  PlaneShift Team Programmer  ::

Drey

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« Reply #20 on: September 02, 2005, 09:31:03 pm »
i see what you mean about the range now.




and there was quite a long pause between the blows so i dont think it was lag or something. i had moved back from the rogu, then stopped for potions then BAM dead.
<Rux> i wish i could say that narrows it down, but the internet is one freaky place

Khaki

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NPC behaviour change
« Reply #21 on: September 05, 2005, 01:15:15 am »
I just made a fix to NPC combat behaviour today, hopefully they should act a bit more naturally. Can someone let me know if this is the case? i.e. is it still possible to glitch some npcs to non-responsiveness as you could before?

Thanks

Keyaz

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« Reply #22 on: September 05, 2005, 03:46:49 pm »
i found two ulbernauts and a tefusang in ojaroad refusing to give up chasing someone who quite clearly was nowhere near them anymore, they were stumbling against a steep hill, moving them back shortly

Drey

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« Reply #23 on: September 05, 2005, 03:50:21 pm »
yeah, they dont seem to give up the chase to easy, like if i run into the wrong type of tefusang in the arena, they will still be waiting for me if i drop in by them again a little later on.

and khaki, not sure when you made your fix but around 1pm our time people were still able to stick NPCs.
<Rux> i wish i could say that narrows it down, but the internet is one freaky place

Khaki

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« Reply #24 on: September 06, 2005, 03:08:52 pm »
Ok the problem should finally be fixed now. Post here as usual if you can still bug NPCs.

Suno_Regin

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« Reply #25 on: September 06, 2005, 10:10:15 pm »
I managed to bug a Trepor, but this time its a bit different, and I only managed to do it once. Theres a VERY small distance bug, if you stand in the right spot behind the Trepor, then they will not attack and you can attack them. Your AI fix stops NPC\'s attacking a certain range and stops them from moving, then after backing a little further they chase after you, you simply need to line up in the perfect distance where the NPC is froze, but you aren\'t too far away to attack.

Also they seem to use this against me, as I get the too far away too attack message, they are still hitting me, so clearly this fix has made huge distance glitches...

EDIT: Only used this on a Trepor, you could possibly reproduce this bug on other NPC\'s too, but since Trepors are shaped like bugs and have a wide space, its fairly easier to measure the distance point where you can exploit them
« Last Edit: September 06, 2005, 10:13:33 pm by Suno_Regin »