VGOEmulator.net

A Development Project for the Vanguard:Saga of Heroes MMO

Skip to content

Advanced search
  • Quick links
    • Unanswered topics
    • Active topics
    • Search
  • Portal
  • Project Manager
  • Bug Tracker
  • Server List
  • Wiki
  • Donate
  • Login
  • Register
  • Board index Information Announcements
  • Search

Combat - Phase 1 Testing

News and Announcement Forums

Moderator: Community Managers

Post Reply
  • Print view
Advanced search
66 posts
  • Page 3 of 7
    • Jump to page:
  • Previous
  • 1
  • 2
  • 3
  • 4
  • 5
  • …
  • 7
  • Next

0
No votes
 
Total votes: 0
Your vote has been cast.

John Adams
Retired
Posts: 4570
Joined: Wed Aug 28, 2013 9:40 am
Location: Phoenix, AZ.
Contact:
Contact John Adams
Website
Re: Combat - Phase 1 Testing
  • Quote

Post by John Adams » Sat Jul 25, 2015 10:34 am

[quote="zippyzee":3c2kh3hd]How do we feel about trains[/quote:3c2kh3hd]
Asking the players [url=viewtopic.php?f=49&t=1574:3c2kh3hd]here[/url:3c2kh3hd] as to not derail the Combat thread.
Top

User avatar
elquar
Posts: 500
Joined: Tue Jun 03, 2014 2:07 pm
Re: Combat - Phase 1 Testing
  • Quote

Post by elquar » Sat Jul 25, 2015 11:44 am

Chello

No a raider here. As john said from my memory both when VG was released and all the sunset i played. MOBS would not agro anyone else once the lost leash to the initial person who had agro them. They would run back toward their spawn point and nothing anyone else did would stop that till mob reached its spawn point.

IF multiple people had engaged the mob and initial agro person left leash range then mob would attack next person on hate list . example: grip of 3 players A, B , C . All three are fighting the bugbears in three rivers named mob in the mines. It is to tough for them so A and B player retreat leaving leash range . A player was highest on hate list, the mob will then turn attack player C till he or she leaves leash range.

This is how i remember it hope it helps.
Top

Jammer
Posts: 6
Joined: Mon Jul 20, 2015 10:56 am
Location: Overland Park, KS
Re: Combat - Phase 1 Testing
  • Quote

Post by Jammer » Sat Jul 25, 2015 12:36 pm

[quote="Xinux":3vra5x2h][quote="zippyzee":3vra5x2h]Also, on the way back to its origin location, it should be tagged as non-attackable, correct?[/quote:3vra5x2h]
Correct leashing mobs should be tagged as non-attackable.[/quote:3vra5x2h]
Just a heads up that the wasplings are not pathing their way back to their origin location once they reach the end of their leash distance, they are disappearing and respawning at their origin location.
Top

zippyzee
Developer
Developer
Posts: 1241
Joined: Wed Jul 23, 2014 2:11 pm
Re: Combat - Phase 1 Testing
  • Quote

Post by zippyzee » Sat Jul 25, 2015 12:43 pm

Yes they are mega pathing back!

I am aware and going to adjust it. It has not been fully implemented yet but the framework is there. Thanks.
Top

shargash
Team Member
Team Member
Posts: 334
Joined: Tue Apr 15, 2014 10:16 pm
Re: Combat - Phase 1 Testing
  • Quote

Post by shargash » Sat Jul 25, 2015 4:17 pm

I took a couple of my guys out yesterday and beat on things. It was hard boxing because of the "you can't see your target" and "you are too far away" issues, but I could do it with some work. There were no crashes(!), and things were dying (often one or both of my guys). Good stuff.
Top

shargash
Team Member
Team Member
Posts: 334
Joined: Tue Apr 15, 2014 10:16 pm
Re: Combat - Phase 1 Testing
  • Quote

Post by shargash » Sat Jul 25, 2015 5:19 pm

Something strange seems to be going on with mob visibility. Almost none of the wasplings will agro my DK (though they often run right past the DK and go for the cleric). Sometimes the cleric gets attacked by mobs the DK cannot see and cannot target, even with /assist. Sometimes either of my characters may be attacked by most neither of them can see and which cannot be targeted (mobs attacking you are supposed to auto-target when they hit you). I am guessing that all the above problems are caused by my characters (the DK in particular) not seeing the mobs where they actually are.
Top

John Adams
Retired
Posts: 4570
Joined: Wed Aug 28, 2013 9:40 am
Location: Phoenix, AZ.
Contact:
Contact John Adams
Website
Re: Combat - Phase 1 Testing
  • Quote

Post by John Adams » Sun Jul 26, 2015 8:40 am

Just for clarity, when you say you cannot see them, you mean the client reporting "Cannot see target", correct? You can still visibly see the mob in the game world.
Top

shargash
Team Member
Team Member
Posts: 334
Joined: Tue Apr 15, 2014 10:16 pm
Re: Combat - Phase 1 Testing
  • Quote

Post by shargash » Sun Jul 26, 2015 9:06 am

No, I mean I can't see it in my main display window. I can't target it with tab, nor can I target it with /assist. My assumption has always been that the two boxed clients are reporting mobs in different locations.

After I posted that, I was also being hit by mobs I could not see on both my clients. I was standing near the bank entrance in Khal, when my DK started taking damage. I could not see or target anything. I was able to camp (I should have bugged that, probably, as you're not supposed to be able to camp when taking damage). An unseen mob then attacked the cleric. I camped the cleric, and then logged the DK back after a couple minutes. Immediately I started taking damage from an unseen mob.

I also note that when one of my accounts watches the other account move (usually on auto-follow), the movement is extremely jerky. This is the sort of thing you would see another player do when either his account or yours was suffering badly from lag. However, the lag meters in Vanguard aren't showing any lag.

So, putting all those things together, I think there may be something amiss in terms of synchronizing mob/player locations between client and server.

Edit: note that both my clients will be coming across on the same IP address.
Top

John Adams
Retired
Posts: 4570
Joined: Wed Aug 28, 2013 9:40 am
Location: Phoenix, AZ.
Contact:
Contact John Adams
Website
Re: Combat - Phase 1 Testing
  • Quote

Post by John Adams » Sun Jul 26, 2015 9:16 am

Okay thanks shargash. We do know positioning is not perfect, and that something we did a while back "broke" the smooth movement Lokked provided us with. It's likely the position update packets are too few, or not fast enough considering everything is being checked on the same thread, but that is all part of the performance enhancements we'll get to later. We decided to make it work first, then tune it later.

Keep the observations coming.

PS: definitely keep /bugging non-combat related issues you find so we do not forget about them in this sea of posts.
Top

zippyzee
Developer
Developer
Posts: 1241
Joined: Wed Jul 23, 2014 2:11 pm
Re: Combat - Phase 1 Testing
  • Quote

Post by zippyzee » Sun Jul 26, 2015 10:29 am

There is something deeper to this that I'm trying to work out.

If you are not using auto-attack (i.e. your character is not actively participating in combat), the wasplings will follow you all around and attack as you might expect. They are visible as they should be.

When you attack back, they will sometimes fly off into the distance, visually. The code underneath does not report any changes to the npc movement, as in it is not actively trying to move the npc. If you do a ".spawn details" on the npc it will show it being right next to you, as it should. So the npc is there, but you can't see it.

I'm working on that part right now, but that may be something hidden pretty deep that could take a while.

EDIT: By the way, it seems like I was able to eliminate this while working on something similar. I think the problem was having the npc land exactly on a character when putting on the brakes (so to speak) to its target location. Setting the location to a character-occupied position may have confused the client and it was attempting to find a landing spot for the npc. In any case it is better than what I was experiencing this morning, so it may still occur; it is not during my brief testing now.
Top


Post Reply
  • Print view

66 posts
  • Page 3 of 7
    • Jump to page:
  • Previous
  • 1
  • 2
  • 3
  • 4
  • 5
  • …
  • 7
  • Next

Return to “Announcements”

Jump to
  • Information
  • ↳   Announcements
  • ↳   Dev Chats
  • ↳   Events
  • Community
  • ↳   General Discussions
  • ↳   VGO Team Help Requests
  • ↳   Introductions
  • ↳   Game Features
  • ↳   Wish List
  • ↳   Off-Topic
  • Support
  • ↳   How-To's
  • ↳   General Support
  • ↳   Windows
  • ↳   Linux
  • Bugs
  • ↳   Server Bugs
  • ↳   Server Bugs (Closed)
  • ↳   Content Bugs
  • ↳   Content Bugs (Closed)
  • ↳   Database Bugs
  • ↳   Tools Bugs
  • Board index
  • All times are UTC-07:00
  • Delete cookies
  • Contact us
Powered by phpBB® Forum Software © phpBB Limited
*Original Author: Brad Veryard
*Updated to 3.2 by MannixMD
GZIP: Off
 

 

cron