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Combat - Phase 1 Testing

Posted: Fri Jul 24, 2015 11:45 am
by John Adams
All,

We have enabled basic combat on New Telon as of this morning. This is just the beginning of the combat implementation, and while we hope there are no crashes, it would be best to expect some and be patient while we sort them out. What I'm after this weekend is to get as many people in there whacking on things to see what bugs come up, if any.

[center:3408nv4m][color=#FF0000:3408nv4m][b:3408nv4m]Please do not /bug Combat yet!!![/b:3408nv4m][/color:3408nv4m][/size:3408nv4m][/center:3408nv4m]

This is just a test, so log in and give 'em hell. Let us know your thoughts here.

Re: Combat - Phase 1

Posted: Fri Jul 24, 2015 11:47 am
by John Adams
Combat-related ChangeLogs:

[quote:1mi3l4wv]------------------------------------------------------------------------
r1405 | zippyzee | 2015-07-24 05:13:38 -0700 (Fri, 24 Jul 2015) | 1 line

Enabled npc aggro (as determined by database values) based on faction and aggro range. Players respawn at safe points after death, but structure is there for additional locations. NPCs respawn on their respawn timer.
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r1371 | zippyzee | 2015-07-10 16:13:28 -0700 (Fri, 10 Jul 2015) | 1 line

Added some handling for multiple mobs. Get a train going! Still need to update UI for adds, though.
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r1370 | zippyzee | 2015-07-10 15:35:11 -0700 (Fri, 10 Jul 2015) | 1 line

NPCs will now chase you down if you whack at them. You've been warned! There is a general leashing distance where they will exit combat and go back to their original location. All of that will need adjustment.
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r1369 | Xinux | 2015-07-10 13:32:12 -0700 (Fri, 10 Jul 2015) | 1 line

Fixed target of target level
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r1368 | zippyzee | 2015-07-10 11:38:40 -0700 (Fri, 10 Jul 2015) | 1 line

Now looking much better. Combat quite fluid.
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r1367 | zippyzee | 2015-07-10 11:06:39 -0700 (Fri, 10 Jul 2015) | 1 line

Slightly better animation handling...a more fluid experience.
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r1366 | zippyzee | 2015-07-10 10:43:41 -0700 (Fri, 10 Jul 2015) | 1 line

Combat Updates. NPCs will hit back. They may kill you. Animations are wonky due to NPC attack animation. No real formulas in play--this is a stability test.
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r1360 | zippyzee | 2015-07-06 15:04:21 -0700 (Mon, 06 Jul 2015) | 1 line

A more appropraite way of reloading the spawn scripts for the NPCs in a chunk rather than cycling through all existing scripts.
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r1359 | zippyzee | 2015-07-06 13:55:54 -0700 (Mon, 06 Jul 2015) | 1 line

Updated command .reload spawnscripts to actually work. Hooray! Still needs some TLC to be ideal.
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r1357 | zippyzee | 2015-07-06 09:26:24 -0700 (Mon, 06 Jul 2015) | 1 line

Created a dead state in NpcState and NpcMotor to properly handle death operations. Cleaned things up and moved some functions to better locations.
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r1355 | zippyzee | 2015-07-04 14:12:09 -0700 (Sat, 04 Jul 2015) | 1 line

Commented out code meant for testing Lua reload to make it a more normal commit.
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r1354 | zippyzee | 2015-07-04 13:14:09 -0700 (Sat, 04 Jul 2015) | 1 line

Implements despawning and respawning single NPCs. Still some rough edges but is working. Looted NPCs will despawn in 5 seconds and spawn a new NPC in their spawn location 5 seconds after that. Tied to looting code for testing.
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r1351 | zippyzee | 2015-07-03 17:55:28 -0700 (Fri, 03 Jul 2015) | 1 line

NPCs will now react to getting hit (either melee or spell) and go into combat mode.
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r1350 | zippyzee | 2015-07-03 15:47:58 -0700 (Fri, 03 Jul 2015) | 1 line

Many small changes to add total_hitpoints and current_hitpoints to pawns. Also some combat changes to incorporate damage from sources other than melee.
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r1343 | zippyzee | 2015-07-02 09:20:29 -0700 (Thu, 02 Jul 2015) | 1 line

This should fix (at least temporarily) the npc roaming after death issue, as well as the loot crash issue that went along with it.
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r1342 | zippyzee | 2015-07-02 07:02:55 -0700 (Thu, 02 Jul 2015) | 1 line

Some loot fixes but still a crash bug in there. See forum post under implementing combat for details.
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r1341 | zippyzee | 2015-07-01 20:09:37 -0700 (Wed, 01 Jul 2015) | 1 line

Last commit for the night (I promise!). A little taste of experience with each kill. Not a final implementation by any means.
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r1340 | zippyzee | 2015-07-01 19:21:31 -0700 (Wed, 01 Jul 2015) | 1 line

Now get a free random item with every kill!
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r1339 | zippyzee | 2015-07-01 18:51:18 -0700 (Wed, 01 Jul 2015) | 1 line

Fixed combat animations and made them fairly brutal by default. Have fun clubbing the neighbors!
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r1338 | zippyzee | 2015-07-01 16:57:30 -0700 (Wed, 01 Jul 2015) | 1 line

Small update to correct hitpoint percentage and bars. Note that NPC AI still keeps toggling hitpoint bar to 50% when active.
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r1337 | zippyzee | 2015-07-01 15:32:14 -0700 (Wed, 01 Jul 2015) | 1 line

Some preliminary work on combat. You can opt out of processing combat through the database rule. Many issues yet to overcome.[/quote:1mi3l4wv]

[b:1mi3l4wv]Known Issues:[/b:1mi3l4wv]
Anything you think is a bug, is a known issue

Group combat is likely to cause issues, as it is not yet implemented. There is some suspicion it may crash the world, but that's okay because we need to know if it does. Group up, and kill things.

Possible issue with visuals (npcs dying but staying upright, not facing you or saying they are out-of-range). Report any of these you see.


Read zippyzee's commit logs to know what he expects to be working today, and try not suggesting fixes for things not yet implemented.

Thanks in advance for your testing and experience.

Re: Combat - Phase 1

Posted: Fri Jul 24, 2015 11:50 am
by Tasken
Sounds really good. Will log into tomorrow and start some testing. NICE WORK

Re: Combat - Phase 1

Posted: Fri Jul 24, 2015 12:53 pm
by zippyzee
Oh, dear god...

Please do heed the advice about this being in progress. Combat is a huge area and this can be thought of as the framed walls of the house. The roof should go on before long, and then the carpeting and wallpaper, and then the decorations. What you are playing, we are playing as devs. So anything obvious to you is obvious to us.

What is very important to me is stability. I do not want to create world crashes. If your character glitches, and you have to rift to another zone to clear it, then that's ok for now. We will solicit more feedback as we go, and those kind of issues will be a priority.

Keep in mind that:

We do have some agro code ready to go. I don't know what John has activated on New Telon, but you might want to start clicking suspicious mobs to see if they are aggressive (red). If not yet, it's coming.

We do not have any real stats or combat balance going on. Your character's level and the npc's level and difficulty are the only variables being used.

We have some framework for abilities and ability damage in testing but it is not integrated just yet. You can try, but don't expect to see many results.

You can die. If you do, you will respawn at the safe point for that chunk. We will eventually put you somewhere more accurate to the original game.

The NPC movement code is early-on. They will likely chase you around but might get a little weird in doing so.

The "not facing your target" problem is known and I believe there are certain cardinal directions that don't work well with the formula. Just rotate around the mob somewhat if you are having issues.

Otherwise, good luck and I'll be interested to see what happens. It will bring back some memories.

Re: Combat - Phase 1

Posted: Fri Jul 24, 2015 1:43 pm
by zippyzee
Also, it appears that we have issues with spawn replication, which I might have guessed. So you may not see another character's combat action as an NPC moves...it will stay in the same place in your view. Then when it is dead, you can still target it (at 100% health) but not attack or interact with it. We have work to do there to make sure everyone sees all the action and gets the updates.

Or, I have seen the npc follow the player around and eventually fall to the ground, dead. No loot symbol but I can loot. Another anomaly.

Re: Combat - Phase 1

Posted: Fri Jul 24, 2015 2:12 pm
by zippyzee
Well, we just had 4 players on New Telon, and I saw all sorts of chaos near the bindstone in Khal. The wasplings are aggressive and flying all over the place, and don't appear to always be correctly resetting when they get out of leashing range. I was also trained once by them. One decided to fly due north and left my radar eventually, as well. The animation of them following another character is choppy; I'm not sure why that is unless it is an update timing issue.

It looks like there is some work to be done on the NPC AI as well!

Re: Combat - Phase 1

Posted: Fri Jul 24, 2015 2:53 pm
by Apaelias
In true VG fashion I killed my self while tabbed out not even 5minutes after I logged in.

Re: Combat - Phase 1

Posted: Fri Jul 24, 2015 3:29 pm
by John Adams
btw, when we crash like this (when we devs are sitting here with you at least), the server should only be down a couple minutes while we gather details.

Please don't scamper off, but come right on back when you see the server come back online


Added note, considering the pounding the few of us are giving this code, it is amazingly solid (no crashes) with all that it is doing. Respawns are working, just the one loot issue so far and it hasn't happened again after restarting the world.

Re: Combat - Phase 1

Posted: Fri Jul 24, 2015 5:13 pm
by Glenzig
Logged on and rifted to Khal with my warrior. Engaged a waspling in combat, but only got one sided combat. The waspling had no problem hitting me, but i could not hit it. It seemed as if my auto attack did not work. Every time i hit an ability it said "there is currently no animation for this action", and i did not register any damage (at least not according to my combat log).
I'm not sure if this is expected, or not. Just making sure to post about my very brief experience in trial combat. I did log out after a few minutes of not being able to hit the wasplings and have not had a chance to log back in yet. Will check back later tonight to see if i get the same result on other classes.

Re: Combat - Phase 1

Posted: Fri Jul 24, 2015 5:24 pm
by Xinux
We still need to add the animation for a lot of melee abilities. You should have still been able to auto attack it if you can't hit it move a little.