[FIXED] Something odd with the walking code

Here we stuff all the bugs we've managed to squash/squish/squelch.
Locked
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Something odd with the walking code

Post by Grimson »

With the last CVS changes (at least I didn't notice this earlier) something in the walking code seems to have changed:

Image
Image

Notice, both me and the NPCs could simply walk on and off those without getting stuck.
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

The barrel screenshot isn't a surprise, as they don't block movement. Haven't done so in a long time. EA/OSI changed that because people used barrels to restrict the movement of other players. :P (Was a nice trick to play a highwayman though. Block the bridges. If they wanted to pass, they had to pay ;)

The one with the NPC walking on display cases has also been known to happen for quite some time. In fact, I can't remember a time where npcs in UOX3 have NOT walked on display cases :P
-= Ho Eyo He Hum =-
stranf
UOX3 Guru
Posts: 939
Joined: Wed Jan 04, 2006 3:59 pm
Has thanked: 0
Been thanked: 0

Post by stranf »

I think the one in the upper pages is just a good businessman.

"Lord Grimson, behold, if thou droppest thy map, and stomp all over it, thou canst still find the path to Skara Brae! Only 13gp."
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Xuri wrote:The barrel screenshot isn't a surprise, as they don't block movement.
The other barrel types do seem to block movement.
Xuri wrote:The one with the NPC walking on display cases has also been known to happen for quite some time. In fact, I can't remember a time where npcs in UOX3 have NOT walked on display cases :P
Ok, maybe I should try to rewrite the walking code. But don't get your hopes to high :P.
giwo
Developer
Posts: 1780
Joined: Fri Jun 18, 2004 4:17 pm
Location: California
Has thanked: 0
Been thanked: 0

Post by giwo »

Well, it's unlikely the walking code in its entirety needs a rewrite. More likely there are some special cases of tiles not properly flagged as blocking, thus allowing them to be walked upon.
Scott
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

Or they're not high enough, so the NPCs climb them.
-= Ho Eyo He Hum =-
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

giwo wrote:Well, it's unlikely the walking code in its entirety needs a rewrite.
The rewrite would be more or less because I can't get behind the current walking code (remembering my tries to get water creatures working). I find it quite confusing because it's more or less only oversized if statements within loops :P.
giwo
Developer
Posts: 1780
Joined: Fri Jun 18, 2004 4:17 pm
Location: California
Has thanked: 0
Been thanked: 0

Post by giwo »

That's very likely, Xuri.

Remember that PC's have a two-check system. They have to get past the client movement code and the server movement code. NPC's only abide by the server laws, so they do have some unintended special cases where they can walk places players won't be able to.
Scott
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

I thought you did get water creatures working :P The only problem being that they walked through docks? Though you could just claim they're swimming underneath =) hehe.. :P
-= Ho Eyo He Hum =-
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Xuri wrote:I thought you did get water creatures working :P The only problem being that they walked through docks?
They actually walked through all multis and sometimes even on normal land.
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

Swam, you mean (you and me both). But ok, I see how that could be a problem. :P
-= Ho Eyo He Hum =-
Grimson
Developer
Posts: 802
Joined: Sat Jun 04, 2005 1:52 am
Location: Germany
Has thanked: 0
Been thanked: 0

Post by Grimson »

Using Maarc's new tiles.dfn I have fixed the walking on display cases by changing their flags. The updated tiles.dfn is now on the CVS.
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

Excellent :)
-= Ho Eyo He Hum =-
Locked