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Old 08-03-2007, 06:04   #41
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the id is interesting though.

Yes all mobs need id, thats obvious.

But my questions are:

Mobs id is based on the mob # spawned out of all mobs or out of the category?

Basically i mean that a cornucada category could be 00010, then when cornucadua spawns does it get 000100001 and then next one 000100002 and so on?* or when any mob spawns, the get id, based on the mob of any category spawned before.

* the id doesnt have to be an arithmetic sequence, but is any part of it the same for same type creatures or not?

Im tired, so its rather confusing.
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Old 08-03-2007, 06:34   #42
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Nice find Mc! Hmmm interesting some of the things in that picture... Crazy to think of where my misses are coming from
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Old 08-03-2007, 09:05   #43
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Quote:
Originally Posted by Pham View Post
(...)
So, about hits VS misses: i have >150 ms RTT (and crappy link, packet loss and jitter) to the game servers and miss like hell while Adel has ~40 ms RTT over a nice link and liek never miss.
(...)
So, server says: "Welcome to Entropia Universe. Send me your data in time or I proceed with a miss. Thank you."

Participants with the best connection are the real ubers...


Quote:
Originally Posted by Richard Devil View Post
(...)
Mobs id is based on the mob # spawned out of all mobs or out of the category?

Basically i mean that a cornucada category could be 00010, then when cornucadua spawns does it get 000100001 and then next one 000100002 and so on?* or when any mob spawns, the get id, based on the mob of any category spawned before.
(...).
Imagine, how many mobs spawn every second!
If the server (for the specific region) would assign id's based on cathegories, there would be a small possibility to produce duplicates, which is bad, the mob can't be clearly assigned to an id.
This would need several counters, or at least one counter and additional calculations (I think so ).

Coders are lazy and like it efficient (espicially concerning server stuff with a lot of connections).
I guess the first finished ("gold designed") mob got the id 1, the second got the id 2, and so on...
If a player enters an area, the spawn generator picks the available mob for this area, assigns the current id to the mob, spawns it near the player, increases the id counter, and repeats the procedure until an appropriate mob density is reached.
Okay, the mob has still his original id and the counter id, and maybe more, etc.

Probably this mob id is just the result of a weird hash function, we'll never know...
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Old 08-03-2007, 09:58   #44
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after a morning of thought, i have concoluded that the image tells us very little that we didnt already know/suspect/speculate, except it confirms that each green skill line represents a different amount of actual skill gained.

"Miss due to client miss" implies client side calculation of hit/no hit, though many will still argue that evidence proves otherwise and it could easily be a message returned from the server.
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Old 08-03-2007, 10:15   #45
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omfg

awsom , well this is gr8

i always wondered how it all worked.

so shots and stuff must be worked out client side so to reduce lag on ma's servers...


( not good for MA thow i can see somone making hacks now with this in mind)


btw McCormick have you got a link to this video on their ftp. me wants to check it out ...
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Old 08-03-2007, 10:42   #46
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Quote:
Originally Posted by T3h_plonker View Post
(...)
so shots and stuff must be worked out client side so to reduce lag on ma's servers...
( not good for MA thow i can see somone making hacks now with this in mind)
I think the reason for lags are mainly high player counts on one server (area) and consequential loot calculations (loot-lag?), some hit/miss/damage calculations don't seems to have much impact.

and...
Quote:
Originally Posted by Agar View Post
(...)
I doubt, such critical things will be decided on client side?
(...)
(...)
Quote:
Originally Posted by Vedder View Post
(...)
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.
Quote:
Originally Posted by Agar View Post
...and some clever but mean coders would have already created their personal EU+luck client. or other tools to adjust client/server communication.
I still assume, it's decided on the server side. Otherwise, there would have been made several hack attempts long ago. Maybe there were, we don't know...
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Old 08-03-2007, 10:59   #47
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Bravo

But what do u consider as a "lag miss"?

1. Server doesn't get net package with info about weapon fireing. Shouldn't lower your ammo.
2. Movement isn't smooth. You shot to early or to late. It looks for system like "not at mob aiming miss' and takes your ammo.

Or maybe something else?
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Old 08-03-2007, 11:54   #48
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Quote:
Originally Posted by McCormick View Post
This is from a high res PE movie, that can be found on MAs ftp :

what one is it ?

ftp://ftp1.entropiauniverse.com/movies/
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Old 08-03-2007, 12:00   #49
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Quote:
Originally Posted by T3h_plonker View Post
on ftp.entropiauniverse.com
eu_outro_h264.mov 187411 KB 31/05/2007 10.47.00

on ftp1.entropiauniverse.com
eu_outro_h264.mov 187411 KB 31/05/2007 10.47.00
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Old 08-03-2007, 12:14   #50
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cheers bud
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