Closed BaumanDev closed 8 years ago
@Agarian That would really help them separate quicker?
I put the split.ignoreCollision = true; under all the split functions, and it's not really a function to be honest, I just have a little supporter that helps the collision be turned back on when you're done splitting.
@NatsuTheGreat yes it would. it helped me so it should help you too :) but why is it that the split.ignoreCollision prevents some cells from colliding at all?
@Agarian is the splitting smooth for you?
@Agarian the collision is working out great I can tell you that. But now here's a problem, the distances.. the distances are making the splitting screw up and making it kind of rough.
@Agarian If we are big, and we split the first time it's kind of rough too, So I am PRETTY close, but still things we need to modify.
@Agarian If you can figure out the right distances, we can get even closer.
but why is it that the split.ignoreCollision prevents some cells from colliding at all? the splitting is smooth though. I see the following ignore collision lines: newCell.ignoreCollision (gameserver.js) this.ignoreCollision (playerCell.js) split.ignoreCollision (the first added one ) cell.ignoreCollision (another one to add) which one's should be true and which one's should be false?
Well if you noticed that if you split 16 (which some people would do) some cells would like their merging, but they're not. I don't know if that happens with you, making it was a little mistake I made in the configuration.
it is happening to me as we speak! also i updated my other comment^
So what i stated above is happening?
yes. also i didnt know these comments were realtime without refresh needed lol
this.ignoreCollision = false; is what you have in PlayerCell.js right?
yes
Any way you could show me?
I meant the game.
Do you have skype?
no but do you have discord?
Hmm weird... I just removed my supporter and that still doesn't happen.
I'm about to start from scratch that's how annoyed with ogar i am right now.
It is pretty annoying, I agree.
i'll do just that...
Do you have email? I could send you what I have and you could see how it works out.
yes i have email.
K I will send you it.
// Calculate mass and speed of splitting cell
var splitSpeed = cell.getSpeed() * 6;
var newMass = cell.mass / 2;
cell.mass = newMass;
// Create cell
var split = new Entity.PlayerCell(this.getNextNodeId(), client,
startPos, newMass); split.setAngle(angle); split.setMoveEngineData(splitSpeed, 16, 0.85); split.calcMergeTime(this.config.playerRecombineTime); split.ignoreCollision = true; https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail This email has been sent from a virus-free computer protected by Avast. www.avast.com https://www.avast.com/sig-email?utm_medium=email&utm_source=link&utm_campaign=sig-email&utm_content=webmail <#DDB4FAA8-2DD7-40BB-A1B8-4E2AA1F9FDF2>
On Fri, Jan 1, 2016 at 5:09 PM, Agarian notifications@github.com wrote:
yes i have email.
— Reply to this email directly or view it on GitHub https://github.com/OgarProject/Ogar/issues/349#issuecomment-168354157.
If you got the logo, sorry about that.
You could start from there if you wish to.
On Fri, Jan 1, 2016 at 5:10 PM, Ryan Berd ry4n.berd@gmail.com wrote:
// Calculate mass and speed of splitting cell var splitSpeed = cell.getSpeed() * 6; var newMass = cell.mass / 2; cell.mass = newMass; // Create cell var split = new Entity.PlayerCell(this.getNextNodeId(), client,
startPos, newMass); split.setAngle(angle); split.setMoveEngineData(splitSpeed, 16, 0.85); split.calcMergeTime(this.config.playerRecombineTime); split.ignoreCollision = true;
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On Fri, Jan 1, 2016 at 5:09 PM, Agarian notifications@github.com wrote:
yes i have email.
— Reply to this email directly or view it on GitHub https://github.com/OgarProject/Ogar/issues/349#issuecomment-168354157.
i really feel like im missing something because the splitting is no different.
It's the collision that differenciates the splitting
i thought you would like send me the whole folder or something in a .zip maybe that would be easier in opinion cause at this point i've (almost) given up all hope
I have a ton of other things modified. I don't think that would be too good of an idea.
if the customizations are in gameserver.ini i can handle it with a backup i have. and yes i have backup gameserver.ini's lol
There isn't anything much to modify the splitting in gameserver.ini, besides I am pretty sure what I sent you is the only thing I modified to get better splitting.
well at this point i've given up all hope
It's really hard to get the splitting to be like agar.io. Ogar's formula is very different from Agar.io, so therefore, there is a lot we have to change, but the probably is we don't know where. @AgarioCheats says he has the good splitting... I wish he could tell us though..
although I see the following ignore collision lines: newCell.ignoreCollision (gameserver.js) this.ignoreCollision (playerCell.js) split.ignoreCollision (the first added one @AgarioCheats told us to add) cell.ignoreCollision (another one @AgarioCheats told us to add) do you know which one's should be true and which one's should be false?
newCell: false (not made for splitting)ore playercell: false (made for when you are split and the cells keep from overlapping when not merging.) split = true cell: I don't even have that one.. ( I don't know where to put it. XD
It is way smoother for me...
I DON'T GET IT THE SPLITTING IS SMOOTH NOW BUT SOME CELLS STILL COLLIDE AND SPLIT REGULARLY
That is what we need to work on.
that was the main thing i wanted to fix... i wasted my time... cell.ignoreCollision fixed it but caused my first problem...
what is your first problem? And where did you put cell.ignoreCollision?
under cell.mass = newMass; looks like this:
// Calculate mass and speed of splitting cell
var splitSpeed = cell.getSpeed() * 6;
var newMass = cell.mass / 2;
cell.mass = newMass;
cell.ignoreCollision = true;
what problem did that cause? the one where you sent me that picture of a green cell?
yes in the pic. some cells would like their merging, but they're not.
let me test it out. I will try to do something. I will tell you if it solves a little of something.
I am simply amazed at how smoothly it works under 1,000 mass
ikr
go to gameserver.js then look for this line:
then change 32 to a lower number. like 12 but where exactly did you put the split.ignoreCollision = true; function?