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Old 08-02-2007, 01:34   #11
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Quote:
Originally Posted by Joat View Post
Could be. Or it could also be the opposite. When client miss it's a calculated
miss that the client "must" do. It's all about what they name the different
kind of missed shot too I guess...
Yes , I see what you are saying , they could have named the missed shot "another ped for MA" if they wanted , since this code was not meant to be viewed in the first place.


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Old 08-02-2007, 01:36   #12
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hmm, I know only one thing for sure: If I had to implement such things:

- client says "player(id) shots(id)"
- server gets the message, does some secret calculations
- server returns "playerhit(id) | playermiss(id)"

something like that, doing more on client side would be foolish...


edit:

maybe this screenie is just a coockie from MA to make us all go
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Old 08-02-2007, 01:44   #13
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Bravo

1. Multi-threading.
2. Client-server.
3. Real-time in global net.

Programmers' nightmare. I refuse to think about it anymore.
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Old 08-02-2007, 02:01   #14
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miss due to client could be that you just missed the target, ie shot at nothing.


if you are pointing your gun at teh mob when this comes up, it means you have a lag sync issue. hence the need for this in a dev situation


there are 2 types of miss in pe, calculated miss, you are pointing at the target and you role the dice and miss. and player generated miss (tm) ie you shoot the air, no dice luck will help in this situation.

my 2pecs
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Old 08-02-2007, 02:17   #15
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Quote:
Originally Posted by spod View Post
there are 2 types of miss in pe, calculated miss, you are pointing at the target and you role the dice and miss. and player generated miss (tm) ie you shoot the air, no dice luck will help in this situation.
hmm, there is no mob involved if I shoot in the air...
(if I aim in the air, there is simply no object id, you shoot, ammo is burned, but you didn't tried to hit anything?)
or do you mean mouseaim without the "move to target.." option?


edit:

bah, read it again, guess we meant the same thing...
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Old 08-02-2007, 02:21   #16
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no, i just ment "shot the air"

internal : miss due to client

the game has to know what happend to teh shot, ie is it targeting something

target in sights : check , equals true or false

if target in sights = false then: miss due to client


if yes then do : check to see if shot hits

roll dice

if number > x then : shot hits
else: shot miss
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Old 08-02-2007, 02:25   #17
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yep, I think so too!

but now I'm really interested in the whole video...
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Old 08-02-2007, 03:09   #18
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Very interesting, thanks for posting, +rep.

Is this definitely genuine?
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Old 08-02-2007, 08:52   #19
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Why does the server has to do the calculation about if you hit or not? wouldnt that be quite stupid to do it that way? due to more strain on the server..

Wouldnt it be better to just send the server avatar is aiming at mod id xx, then client gets that info and avatar presses the button to fire.. client calculates if it's a hit or not and sends the info to the server.

Also about loot.. it's generated when you loot or can be when you kill the mob aswell. What spawn might do is to give the mobs a certain modifier though and then depending on the time it get's killed or looted the final loot is decided.

And i just cant get it why those people who think loot is not based on time never get's it? it IS mainly.. timebased. I showed it and explained it a ton of times and it couldnt be made more clear how it worked when i found out.
bleh on you!
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Old 08-02-2007, 09:22   #20
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Nice find McCormick.

Quote:
Originally Posted by Huskie View Post
Well, if each mob has an ID, it's one step towards proving that the mob's loot is more probably decided upon spawning than upon being looted....
Nah, all mobs need an ID anyway, to keep track of who'll be able to loot it etc.

Quote:
Originally Posted by Agar View Post
very interesting

so, the skillgains seems to come in portions of 0.0001 to 1.0000? or more?
...
Skill gains can be more than 1.0000 though not in this example.

Quote:
Originally Posted by Legion View Post
Why does the server has to do the calculation about if you hit or not? wouldnt that be quite stupid to do it that way? due to more strain on the server..
...
All important things like hits, dmg, loot etc, must be decided on the server, for security reasons.
It's not THAT hard to decompile client code, and if the client could decide such things, it would be a major flaw in the security.
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