Movement and large models
Moderator: Team Members
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Movement and large models
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.
Resident Dirty Hippy
-
neatz09
- Content Lead
- Posts: 136
- Joined: Sun Dec 09, 2018 12:55 pm
Re: Movement and large models
i dont recall having this issue on the emu server
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
-
neatz09
- Content Lead
- Posts: 136
- Joined: Sun Dec 09, 2018 12:55 pm
Re: Movement and large models
... i did. with the boats.Try a large model
-
neatz09
- Content Lead
- Posts: 136
- Joined: Sun Dec 09, 2018 12:55 pm
Re: Movement and large models
infact watching the one in commonlands right now titanic itself into the mountain quite smoothly.
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Re: Movement and large models
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.
Resident Dirty Hippy
-
neatz09
- Content Lead
- Posts: 136
- Joined: Sun Dec 09, 2018 12:55 pm
Re: Movement and large models
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 
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Re: Movement and large models
Would you define what you mean by setting collisions? Are you saying the collision radius field?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![]()
Resident Dirty Hippy
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Re: Movement and large models
Yeah, I logged in and saw it go straight into the mountain.neatz09 wrote: Thu Jan 02, 2020 1:56 pm infact watching the one in commonlands right now titanic itself into the mountain quite smoothly.
Resident Dirty Hippy
-
neatz09
- Content Lead
- Posts: 136
- Joined: Sun Dec 09, 2018 12:55 pm
Re: Movement and large models
collisions as in you can jump on it and you actually stay there.
- Gangrenous
- Posts: 812
- Joined: Sun Apr 24, 2016 6:54 am
- Characters: Dinsmoor
Re: Movement and large models
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.
Resident Dirty Hippy
-
neatz09
- Content Lead
- Posts: 136
- Joined: Sun Dec 09, 2018 12:55 pm
Re: Movement and large models
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
Who is online
Users browsing this forum: No registered users and 0 guests