Open Gradius2 opened 3 years ago
Weird i thought CS don't rely on anything from the server since they are client side >.<
I guess this would be related to navmeshes then?
Interesting find!
My guess would be that this is a side effect of the speed and speedsub for Aldo's SQL entry being set to 40/40, instead of the modern default of 50/50. Then the client takes that information and determines "If you're going at this speed up the stairs, you are faster than your default speed, so play run animation". That would be my guess. You could change those values and run the CS and see if it fixes it 🤷♂️
`speed` tinyint(3) unsigned NOT NULL DEFAULT '40',
`speedsub` tinyint(3) unsigned NOT NULL DEFAULT '40',
INSERT INTO `npc_list` VALUES (17809493,'Aldo','Aldo',0,0.000,0.000,0.000,0,40,40,0,0,0,6,27,0x00004E0000000000000000000000000000000000,32,NULL,1);
Isn't only with 'aldo' is any NPC in CSes. Hmm, perhaps is really the !speed cmd, I'll check it again with other CSes.
Interesting find!
My guess would be that this is a side effect of the speed and speedsub for Aldo's SQL entry being set to 40/40, instead of the modern default of 50/50. Then the client takes that information and determines "If you're going at this speed up the stairs, you are faster than your default speed, so play run animation". That would be my guess. You could change those values and run the CS and see if it fixes it man_shrugging
`speed` tinyint(3) unsigned NOT NULL DEFAULT '40', `speedsub` tinyint(3) unsigned NOT NULL DEFAULT '40', INSERT INTO `npc_list` VALUES (17809493,'Aldo','Aldo',0,0.000,0.000,0.000,0,40,40,0,0,0,6,27,0x00004E0000000000000000000000000000000000,32,NULL,1);
I would wager it is lower than 40 actually. Objects aren't universally set to a single speed liek the copy pasta db rows tend to be. I can find multiple examples of retail npcs moving at 12, 25, 40, 50... Speedsub tends to be 40 or 50 regardless of their regular speed, but speed is all over the place - especially in cut scene events! Zeid in Qu Bia Arena (archlich fight) is another prominent example of stutter-stair steps. The way forward is still the same: we need to verify they are using retail accurate speed/speedsub and see if that solves it.
Happens to players and every single NPC.
release
branch (if other branch, please specify)Additional Information (Steps to reproduce/Expected behavior) :
I was pretty sure I wasn't seeing things, so I decided to check up some official CS on youtube to compare/confirm those claims, result I was correct.
On any CS involving stairs, the chars beheaves very weird (or wrong) way.
Official CS: https://youtu.be/-XfXj4UQcAk?t=269
Look @ Aldo going up the stairs (topaz server). https://user-images.githubusercontent.com/11011463/105931318-b914b600-6029-11eb-9be9-d409b3ffcf23.mp4