Closed GoogleCodeExporter closed 9 years ago
Such checks should already exist. But I'll look into it still. Though are you
sure this is an issue in NetGore? Since I know you guys changed how movement
works in your game.
Original comment by Spodiii
on 30 Oct 2010 at 10:08
I'm pretty sure topdown movement is the same as you've written it. The only
thing we added was diagonal movement.
Original comment by devon.ke...@gmail.com
on 30 Oct 2010 at 10:10
You guys added tile-based movement, while originally NetGore does not do that.
And I wouldn't be at all surprised if the issue was due to the implementation
of that. But like I said, I'll still check it out.
Original comment by Spodiii
on 30 Oct 2010 at 10:16
Original comment by Spodiii
on 30 Oct 2010 at 10:17
Um no we did not add tile movement? The original EB is pixelmovement so is SVO.
Original comment by devon.ke...@gmail.com
on 30 Oct 2010 at 10:18
Really? Since I was just on there, and it felt like tile-based movement. Moving
back and forth, I always seemed to end up in the exact same place, and even
just a tap pushed me what looks like 32 pixels.
Original comment by Spodiii
on 30 Oct 2010 at 10:20
I'm pretty sure the movement code is still the core netgore movement. The only
thing I've changed much is warps being auto triggered when walked over, and the
size of the collision boxes (To be roughly the players feet, instead of the
entire player)
Only problem might be we're only merged up to NetGore #3984 at the moment
(Edits to the account system takes a while to merge since we've heavily
modified that, haven't had time to merge past there yet) so if there's anything
past there that might fix this, we'll check again once I've got it merged over
:)
Original comment by Darkfros...@gmail.com
on 30 Oct 2010 at 10:24
How large is your collision box exactly?
And nope, don't think anything recently would have fixed this issue. There were
some fixes to the ISpatialCollection, but that probably isn't the issue since
the fixes only involved when the map was > than the grid size (and the default
grid size was set to some insanely huge value for some reason - 16k I believe).
I am unable to recreate it thus far through testing, no matter how fast and
frequently I warp back-and-forth. I have noticed the character will "vanish"
for some reason, but tends to re-appear a bit later on. But this seems to be
just a visual issue - collision still works just fine, the NPCs know exactly
where I am, and the user's light is still shown in the right place. I'll check
into it a bit more, but I have the feeling it will continue to show no issues.
Original comment by Spodiii
on 30 Oct 2010 at 10:29
Think I used the bottom 20% of the original size, but I can't remember exactly
- On my laptop atm so I can't check, sorry :3
Original comment by Darkfros...@gmail.com
on 30 Oct 2010 at 10:34
If the latest revision doesn't fix this issue (revision #4029), either try to
narrow down the issue in SVO, or recreate it in NetGore, since I can't see
anything else that is wrong.
Original comment by Spodiii
on 30 Oct 2010 at 11:16
Original issue reported on code.google.com by
devon.ke...@gmail.com
on 30 Oct 2010 at 5:21