what about now? have time?for cloaks yes, for aghations is not. But I can make example for aghations... I think. For now I have no time about custom thinks, I need to solve tickets
what about now? have time?for cloaks yes, for aghations is not. But I can make example for aghations... I think. For now I have no time about custom thinks, I need to solve tickets
Need to finish a big task with geo engine and after startwhat about now? have time?
ok, can we get more info about what is happening to geo engine? i am just curious...Need to finish a big task with geo engine and after start
anything related to distance between one PC and the other ?
maybe you can hit from castle walls and such places because of far distance? no?
I wish you luck with thatNeed to finish a big task with geo engine and after start
A look from my perspective since I don't have knowledge in something like this. I thought I'd mention it in case it might be useful to you.
This issue might be related to how the server handles line-of-sight (LOS) calculations. In some cases, the algorithm might not be correctly accounting for obstacles like walls or terrain or height or bla bla bla.
- Improve Precision: Use more detailed bounding volumes or finer grid cells to improve the accuracy of LOS calculations.
- Synchronization: Ensure that the same LOS algorithm and data are used on both the client and server sides.
- Debugging Tools: Implement tools to visualize LOS rays and obstacles in your game environment to help identify where the calculations are failing.
congratulationsFinish
View attachment 5196
View attachment 5197
100% the same as PTS. W/o any "emulation"
It is the only one on the market with a correctly implemented algorithm.
no words. Good jobFinish
View attachment 5196
View attachment 5197
100% the same as PTS. W/o any "emulation"
It is the only one on the market with a correctly implemented algorithm.
Unfortunately no, this only affects the visibility (See) of objects. The exact same "problem" exists on PTS, players visually slide across the texture but don't fall in a parabola.no words. Good job
just a question relevant to geodata: did anything change regarding when a player drops from a wall or a cliff?
it's good that you fixed that, because knowing the community they were going to complain, besides that, I think the same thing happened in goddard's casting room when casting skill.Unfortunately no, this only affects the visibility (See) of objects. The exact same "problem" exists on PTS, players visually slide across the texture but don't fall in a parabola.
i see, but i was not asking about the "slide" effect,Unfortunately no, this only affects the visibility (See) of objects. The exact same "problem" exists on PTS, players visually slide across the texture but don't fall in a parabola.
we'll make a new test now and see)goddard's casting room when casting skill.
it already works fine, I already fixed it around a week agoi see, but i was not asking about the "slide" effect,
i am asking: is it normal that some times it needs 3-4 trys/clicks for the character to start make his move and eventually fall down from a wall or a cliff?
if i am not clean i can upload a frap
we'll make a new test now and see)
talking about the wall-drop or the artefact?it already works fine, I already fixed it around a week ago
what's you next fix or add to lucera??