Thread: Breaking Away from Tile Movement

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  1. #1 Breaking Away from Tile Movement 
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    It's somewhat similar to the third person play now my 742 server has, however I've been working on taking it much further to make it more ideal to actually use.

    Current features/changes:
    • W for forward, A-D sidestep, S backstep: all based on your camera angle
    • Player update sent 4 times a second for better response and update time.
    • You can now view different angles of your character when not moving, where previously your character always faced forward.
    • Tiles are broken down into 0.25 of what they were, so each tile has 4 different places you can travel on.
    • When moving in one direction, centers you to the closest tile for visual clipping purposes if you're close to an object.
    • Actual clipping correct (visually mostly as well)
    • Nearly all handled server-side
    • Multiplayer ready


    To-do:
    • Better precision with movement (deeper decimal points per tile for more slight directional differences). May not be needed though.
    • Better support with click to move while using this game mode.
    • Improve visual clipping a bit more when off center on a tile and too close to an object.
    • When you push a key to move, make your player start to and then sync it between the server and client to make movement feel instant instead of a slight delay depending on ping for the server-client communication to actually tell the client you can move.
    • Improve accuracy with rotating the player the same time your player changes direction slightly
    • Finish up running


    Direction update (video outdated now): player direction is no longer based on your exact camera angle and also doesn't use the client's original pre-defined directions depending on your walk angle. It instead calculates the angle your player faces based on your exact moving direction. Basically simulates the click-to-move direction handling, only down to a finer detail for the partial tile movements.

    Video:
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    Player located non-center of a tile
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  2. #2  
    Reverse Engineering

    Kyle_Friz's Avatar
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    This is very cool, definatly a great job man

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  3. #3  
    ( ͡ ͜ʖ ͡)

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    Well done, looks great!
    Quote Originally Posted by MaxXi View Post
    Your combat is so awsome that i almost forgot its the combat matrix coded.
    Quote Originally Posted by twobrosplay View Post
    Try allowing the batch file through your firewall?
    Quote Originally Posted by SS_Alophonse View Post
    i have no life u say ha anything u say kid.i doubt u can even get a girlfriend
    i bet u cant even code anything.
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  4. #4  
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    Nice, does your new way of seperating tiles also work with object/npc PATHfinding or just with regular walking/WASD walking?
    Project thread
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  5. #5  
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    Quote Originally Posted by clem585 View Post
    Nice, does your new way of seperating tiles also work with object/npc PATHfinding or just with regular walking/WASD walking?
    My pathfinding is a bit rough right now but it attempts to get you as close to the object as possible, such as if you're 2 tiles under an object, instead of moving onto the one tile away + .# (making it look like you're clipping into the object even though the pathfinding on the server says you're good to go, mainly ignoring decimals to prevent breaking anything), it'll instead route you to the exact coordinate. It doesn't use the points on the models to determine where can and can't be walked though. Also this could be passed on to NPCs too, however I don't really see much use for it as I mainly did it to make WASD controls feel more fluid and less of it being forced as to what direction you can walk in.
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  6. #6  
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    Definitely looks nice so far. Good work.
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  7. #7  
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    How's the performance?
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  8. #8  
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    Quote Originally Posted by ThePalidino;4964232[*
    Player update sent 4 times a second for better response and update time.[/LIST]
    I don't understand why you'd need to send the same thing 4 times..
    And since you said a second I guess this means you're branching off with the 600 millisecond cycle
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  9. #9  
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    Quote Originally Posted by Kaleem View Post
    I don't understand why you'd need to send the same thing 4 times..
    And since you said a second I guess this means you're branching off with the 600 millisecond cycle
    WASD movement, non-tile focused. You need to update the players more often so the gameplay stays nonbulky.
    I'm back.
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  10. #10  
    @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

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    Dam I didn't notice you had a video when I first saw the thread, this is overall pretty awesome haven't seen this before.

    Spoiler for sb lol!:


    Oldschool Runescape progress thread is [Only registered and activated users can see links. ]!
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