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Yukiko
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Post subject: Runspeed of characters. Posted: Tue Aug 15, 2006 3:54 pm |
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| Certified POL Expert |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1207 Location: Southern Central USA
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How is the run speed of a character determined?
Is there a way to increase the run speed of a character dynamically while the server is in operation?
By character I am specifically referring to player characters.
I know run speed is affected by mount status. Is the run speed of a mounted character determined by the speed of the mount?
Anyway, thanks in advance for the help.
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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Marilla
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Post subject: Posted: Tue Aug 15, 2006 10:47 pm |
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a PC's speed mounted and on foot is hard-coded into both the client and the server. It is often also practically limited by network latency. While playing tricks on the network 'Acks' for each step can enable one to run faster than their connection would typically allow, there would still be the hard limit that the client has built-in for run/walk speeds while mounted/unmounted.
I'm not sure to what extent the server actually does enforce the run/walk speed, if at all, actually. If it did enforce the speed, you might think that tricks like FastWalk (the network 'hack' to which I refer above) might not work quite as well as they can (basically, FastWalk tricks the client into thinking the server has already 'Acked' a move request, so it continues sending more instead of waiting for Acks to come back)
All of this is to say; there really isn't any way to alter the run/walk speed of PCs at all, aside from telling them to get a faster connection. hehe... I've seen people on fast connections walking on foot as fast as someone on a horse running, on a slow connection, was moving. But once the latency gets down to a certain point (such as <10ms), the client just won't let you go any faster.
I'm sort of surprised that inconjunction with FastWalk, no one has (to my knowledge) figured out how to hack the client to allow it to send walk requests faster (or also, to just remove the requirement of Acks for walking altogether).
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CWO
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Post subject: Posted: Wed Aug 16, 2006 10:37 am |
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| Certified POL Expert |
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Joined: Sat Feb 04, 2006 5:49 pm Posts: 794 Location: Chicago, IL USA
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Fastwalk does exactly that Marilla, it makes the client send move packets and move faster than normal, it affects it by both decreasing the hardcoded delay the client has and tricking the ACK packet so you dont stop due to lag. Smoothwalk tricks the ACK packet only so you dont stop running but still go the usual speed. POL unfortunately does no enforcement alone on movement. It will accept any speed of movement by default.
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Yukiko
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Post subject: Posted: Wed Aug 16, 2006 11:26 pm |
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| Certified POL Expert |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1207 Location: Southern Central USA
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Thanks for the info.
I was hoping there was a way to control it scriptwise. Thought it would be nice to offer faster steeds etc.
_________________ Sincerely,
Yukiko
I know you think you understand what you thought I said but what you heard is not exactly what I meant.
Titus 2:13
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