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Combat - Phase 1 Testing

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John Adams
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Re: Combat - Phase 1 Testing
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Post by John Adams » Tue Aug 25, 2015 6:37 am

As I am sure you all are aware, almost nothing about actual class abilities is implemented yet; only the base system in preparation for script creation. So no, nothing about your abilities will be live-like until Faux let's us know. What you likely see is a basic damage component (generic ability) for casting right now. Sorry if that was not clear earlier.
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Amnath
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Joined: Tue Aug 05, 2014 9:49 pm
Re: Combat - Phase 1 Testing
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Post by Amnath » Thu Aug 27, 2015 8:35 pm

We did not anticipate anything working, so we had just wanted to mention a couple of things that do, a little bit better than they are supposed to.

For the most part, anything you are able to cast, is animation only, except for those two.
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Amnath
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Re: Combat - Phase 1 Testing
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Post by Amnath » Mon Oct 26, 2015 7:07 pm

I see the group encounter list starting to work, at the same time something messed with mob behavior. You can kill them in one spot, but if you take just a couple of steps, they bug--follow you at zero distance but are out of range. Your encounter list shows aggro, but it isn't real, as you can log out.
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Galladicus
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Joined: Sat Jul 04, 2015 10:25 am
Re: Combat - Phase 1 Testing
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Post by Galladicus » Tue Oct 27, 2015 7:10 am

Yeah, I can also confirm what Amnath said. If you can remember where you pulled the mob and return to that point, the mob is in range again.

It seems the only point that matters for determining range from a target is the point you pulled it at.
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zippyzee
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Re: Combat - Phase 1 Testing
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Post by zippyzee » Tue Oct 27, 2015 8:10 am

There were some recent changes to npc movement code that might have created this issue. I'll look into it. Thanks!
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John Adams
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Re: Combat - Phase 1 Testing
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Post by John Adams » Tue Oct 27, 2015 4:03 pm

Ahh, I was thinking it was my new damage and Lua code, because I attacked something and it ran off, then returned and stood right on top of me (the Podlings). Hopefully that wasn't my doing. I had some attacker/target/defensive objects mixed up but fixed it before I committed. And NT does not have my new code.
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zippyzee
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Re: Combat - Phase 1 Testing
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Post by zippyzee » Wed Oct 28, 2015 10:10 am

This is fixed in my latest commit.

I don't know exactly why, but the other code works (worked?) fine on my home pc. The bug involved calculating the difference in time between movement updates. On my office PC, significant digits were getting cut off and it was basically calculating the change in time as 0 when using floats. I switched it around a bit (back to doubles, as I originally had it) and it seems to be fine, now, properly calculating the change in time.
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Amnath
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Re: Combat - Phase 1 Testing
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Post by Amnath » Wed Oct 28, 2015 7:51 pm

Are you talking about another server?

I still see the same quandry, however, on the plus side...the camera can now be rotated without making the arrow in the rangefinder flicker all over the place.
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Xinux
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Re: Combat - Phase 1 Testing
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Post by Xinux » Wed Oct 28, 2015 9:33 pm

He committed the change to the dev branch which isn't on New Telon yet.
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zippyzee
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Re: Combat - Phase 1 Testing
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Post by zippyzee » Thu Oct 29, 2015 5:10 am

Yes, I should have made that clear. It's been committed to our servers for testing and will go live whenever John is ready to do so. And you can thank Xinux for the flicker-fix.
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