dressme for lucera?

This one shit

On the PTS, I can attack considering this obstacle, and I don't fully understand the algorithm behind it, because logically, even on the official server, the player should not be visible for an attack. This is essentially the same issue that existed with casting in Rune, and so on. For some strange reason, on the PTS, attacking is possible.
I don’t want to add any hacks or workarounds. I want to understand and make it exactly the same way.

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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?
 
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.
 
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.

Guys, I'm not asking what and how to do it. I perfectly understand what I'm doing, I'm not asking for advice. I just told the person what I'm busy with and nothing more...

Thank you very much, Captain Oblivios. I appreciate your assistance.

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no words. Good job

just a question relevant to geodata: did anything change regarding when a player drops from a wall or a cliff?
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.
 
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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.
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,
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
goddard's casting room when casting skill.
we'll make a new test now and see)
 
i 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)
it already works fine, I already fixed it around a week ago
 
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