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Position Modification When Updating a Map http://miragesource.net/forums/viewtopic.php?f=210&t=2330 |
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Author: | William [ Sun Jul 22, 2007 11:17 pm ] |
Post subject: | Position Modification When Updating a Map |
Well, you might know that when you update a map and you walk, you sometimes get booted for position modification. This small addon will add a check: if the map is updating you cant move. Client Side Add this in the top of any module: Code: Public CanMoveNow As Byte In handledata, find "mapdone". In the bottom of that before Exit Sub, add: Code: CanMoveNow = YES Now anywere in Public Sub SendMap(), add: Code: CanMoveNow = NO Now search for: ' Check if player is trying to move Replace: Call CheckMovement with: Code: If CanMoveNow = YES Then Call CheckMovement End If Thats it! |
Author: | Robin [ Mon Dec 24, 2007 1:08 pm ] |
Post subject: | Re: Position Modification When Updating a Map |
DFA wrote: i was just looking thru these bugfixes...and i had a comment on this one the provided bugfix slightly cripples performance of your client... with 32 FPS, thats 32 checks per second of Code: If CanMoveNow = YES Then Call CheckMovement End If so... why not just add Code: GettingMap = True to Sub SendMap() above Call SendData(packet) Because that wouldn't work. If you know what you're doing, you could easily re-gain the lost FPS for this very much needed addition. DFA wrote: and also... why add... Quote: Client Side Add this in the top of any module: Public CanMoveNow As Byte to the top of any module? thats just promoting disorganization...there should be a proper place for Public variables such as modGlobals.mod Because it can be at the top of any module. People at Mirage are not like the people you find at Elysium and Eclipse. Everyone who uses Mirage knows how to organise their own source. Not everyone uses modGlobals, they may find that it is more useful for them to put all their dynamic variable declares at the top of modGameLogic, or they may have their own module for this kind of thing. Please keep in mind that no-one here requires that kind of 'babying'. |
Author: | Rezeyu [ Mon Dec 24, 2007 6:13 pm ] |
Post subject: | Re: Position Modification When Updating a Map |
It's still a pointless addition though. I mean, if you get an error while moving while mapping/map sending then... Just, stop, moving. Instead of stopping yourself with code, just.. refrain from pressing the arrow keys. |
Author: | Robin [ Mon Dec 24, 2007 6:39 pm ] |
Post subject: | Re: Position Modification When Updating a Map |
Rezeyu wrote: It's still a pointless addition though. I mean, if you get an error while moving while mapping/map sending then... Just, stop, moving. Instead of stopping yourself with code, just.. refrain from pressing the arrow keys. It happens to any normal players who are on the map, and it also happens when you warp a moving player to yourself. It's a very much needed addition to stop an annoying bug. |
Author: | Rezeyu [ Mon Dec 24, 2007 7:02 pm ] |
Post subject: | Re: Position Modification When Updating a Map |
Ah, I've never seen it before, but I would never map with another player near me, and sure as hell never warp them. |
Author: | Robin [ Mon Dec 24, 2007 7:11 pm ] |
Post subject: | Re: Position Modification When Updating a Map |
I noticed when warping people around my game to show off the engine to sell it to them, that if they were moving they would get kicked for position modification so I fixed it already, but forgot to make a tutorial xD |
Author: | Robin [ Tue Dec 25, 2007 9:18 am ] |
Post subject: | Re: Position Modification When Updating a Map |
Well, you know what the Eclipse community was like. Elysium is only marginally better. |
Author: | Joost [ Tue Mar 04, 2008 11:19 am ] |
Post subject: | Re: Position Modification When Updating a Map |
If you want to make this check less, post the last part AFTER Code: If IsTryingToMove Then If CanMove Then That way, the check'll only occur if someone's trying to move + can move. |
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