Hyperjumping calculation (server part) - Printable Version +- The Matrix Online Server Emulator (//mxoemu.info/forum) +-- Forum: The Matrix Online (//mxoemu.info/forum/forumdisplay.php?fid=3) +--- Forum: The MxO Client (//mxoemu.info/forum/forumdisplay.php?fid=7) +--- Thread: Hyperjumping calculation (server part) (/showthread.php?tid=352) |
RE: Hyperjumping calculation (server part) - Metalogic - 13-02-2010 GAH TOO MUCH MATH!! *runs away, screaming in horror* Seriously though, awesome job Morph! RE: Hyperjumping calculation (server part) - MajTom - 14-02-2010 I remember when they added contrails to the animation did that have anything to do with the hyperjump formula or was it just tagging animation to the event? RE: Hyperjumping calculation (server part) - HD_Morpheus - 14-02-2010 good question that i have not answer too. maybe its sent from 2/4 of the jump and till the 3/4 ... dont know if game handles it anyway . we'll see RE: Hyperjumping calculation (server part) - The Trainman - 03-03-2010 (12-02-2010, 07:56 PM)HD_Morpheus Wrote: Hi all. interesting read RE: Hyperjumping calculation (server part) - phi - 23-03-2010 TLDR (not treally, just in a rush) I was of the understanding that the game calculated targeted jumps with a straight xyz to xyz parabola and "mario" jumps by assuming maximum jump distance, and then recalculating the parabola to where you were (xz) when you released the jump key. The "snap" back to the new parabola was calculated by % of max distance jumped (eg: 70%) and translating that to % of recalculated jump path. Con trails are done by the client I believe and when it detected HJ mode it would add a trail object starting at XYZ packet #1 and then adding a end point /start of next trail object at the next XYZ packet. It might need a client patch to turn them back on. which was why the trails would go mental when you released the mario jump key. it would send the XYZ for the original path then for the new snap to point and then if you kept on pressing the HJ key it would send an immediate XYZ so you would get lots of trail objects overlapping. Eg it would send XYZ #1 then XYZ #2 but if the HJ key was pressed in between points 1 & 2 then it would re-draw segment 1-2 then back from 2 to your current position (#1.5) close to snap points the requests would overlap with the next XYZ packet causing a trail point draw order of something like #1 - #2 - #1.9 - #3 - #2 - #3 - #3.2 ... hence the crazy overlapping contrails. I could be wrong but most of the client location code seemed to work on the policy of: "client recieves current and next location and interpolates in-between, and then updates current and next location (re-calculating interpolation) if current client location was more than a few (2 or 3) game units apart." I also think client-server location was synched at the start and end of every server interaction and at a fixed interval. I'm prety sure that morph mentioned that the client possibly used splines for the parabolic arch which I believe to be true having reviewed game footage RE: Hyperjumping calculation (server part) - QuiDormit - 23-03-2010 I remember finding an animation for HJ that had the contrails included, so they definitely were client side, but added when the HJ was executed... I don't have anything else that's interesting to add. RE: Hyperjumping calculation (server part) - Neo VII - 23-03-2010 You remember which file that was Qui? RE: Hyperjumping calculation (server part) - Rxu - 23-03-2010 It would be interesting to know if the server team is working on HJ or not, the details of the actual programming required are fantastic and I appreciate the talent that goes into decrypting that mess. RE: Hyperjumping calculation (server part) - QuiDormit - 23-03-2010 (23-03-2010, 04:53 PM)Neo VII Wrote: You remember which file that was Qui? Unfortunately, I don't. It was one of the animations in the packmap that had something like stand-jump jump jump-stand So it would execute the stand to jump, the apex of the jump, and then the jump to landing where you stood up. There are quite a few of them in there. RE: Hyperjumping calculation (server part) - Neo VII - 23-03-2010 Gotcha. |