Movement and large models

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Gangrenous
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Movement and large models

Post by Gangrenous » Thu Jan 02, 2020 8:49 am

I went on live and tracked the exact movements of some of the boats. After bringing those into the emulator I noticed something concerning. I have tried small changes in movement and large changes in movement, just by changing the number of clicks per trip. There is a problem with movement on large models that live does not seem to have. If you take a boat trip in live it is smooth as silk. On the emulator it seems more like an EQ1 boat trip. On every waypoint destination there is a jerk in movement. I thought at first it was the heading change but no matter if I have 50 movements per trip or 300 movements per trip, it is very jerky for each change in movement. You will not notice this on human size models but take a model as large as a boat you seriously notice the jerky movements, not the same as live. Looking at the movement code I am not seeing anything that would cause this unless there is just some trick they do on live to smooth these out. Our code seems to not change speed after each movement, which is what it looks like. Since I do not have access to the packet analyzer I cannot do any inspection on this. The packet analyzer I have does not work, even on old logs.
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neatz09
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Re: Movement and large models

Post by neatz09 » Thu Jan 02, 2020 1:18 pm

i dont recall having this issue on the emu server

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Re: Movement and large models

Post by Gangrenous » Thu Jan 02, 2020 1:47 pm

neatz09 wrote: Thu Jan 02, 2020 1:18 pm i dont recall having this issue on the emu server
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Re: Movement and large models

Post by neatz09 » Thu Jan 02, 2020 1:54 pm

Try a large model
... i did. with the boats.

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Re: Movement and large models

Post by neatz09 » Thu Jan 02, 2020 1:56 pm

infact watching the one in commonlands right now titanic itself into the mountain quite smoothly.

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Gangrenous
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Re: Movement and large models

Post by Gangrenous » Thu Jan 02, 2020 4:13 pm

I will log in a bit and look at it, what part of the map is that? Unfortunately my access level does not allow fast travel.
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Re: Movement and large models

Post by neatz09 » Thu Jan 02, 2020 4:16 pm

commonlands docks, i havnt set collisions on that boat yet.. it was actually a copy paste fail as i was working on kylong plains at that time :D

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Re: Movement and large models

Post by Gangrenous » Thu Jan 02, 2020 5:11 pm

neatz09 wrote: Thu Jan 02, 2020 4:16 pm commonlands docks, i havnt set collisions on that boat yet.. it was actually a copy paste fail as i was working on kylong plains at that time :D
Would you define what you mean by setting collisions? Are you saying the collision radius field?
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Re: Movement and large models

Post by Gangrenous » Thu Jan 02, 2020 5:59 pm

neatz09 wrote: Thu Jan 02, 2020 1:56 pm infact watching the one in commonlands right now titanic itself into the mountain quite smoothly.
Yeah, I logged in and saw it go straight into the mountain.
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Re: Movement and large models

Post by neatz09 » Thu Jan 02, 2020 7:21 pm

collisions as in you can jump on it and you actually stay there.

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Re: Movement and large models

Post by Gangrenous » Fri Jan 03, 2020 7:03 am

Well you can do that with a model state, but the boat will slide out from under you. If you are going to stay on the boat it will have to be a widget.
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Re: Movement and large models

Post by neatz09 » Fri Jan 03, 2020 6:13 pm

i've already setup one that keeps you on even with movement just havn't actively refined them what so ever since i lost interest... and ill probably get back to them in like 8 months

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