It is currently Fri Nov 21, 2008 9:03 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 4 posts ] 
Author Message
 Post subject: Runspeed of characters.
PostPosted: Tue Aug 15, 2006 3:54 pm 
Offline
Certified POL Expert
User avatar

Joined: Thu Feb 02, 2006 1:41 pm
Posts: 1207
Location: Southern Central USA
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


Top
 Profile  
 
 Post subject:
PostPosted: Tue Aug 15, 2006 10:47 pm 
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).


Top
  
 
 Post subject:
PostPosted: Wed Aug 16, 2006 10:37 am 
Offline
Certified POL Expert
User avatar

Joined: Sat Feb 04, 2006 5:49 pm
Posts: 794
Location: Chicago, IL USA
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.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Aug 16, 2006 11:26 pm 
Offline
Certified POL Expert
User avatar

Joined: Thu Feb 02, 2006 1:41 pm
Posts: 1207
Location: Southern Central USA
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


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Style based on FI Subice by phpBBservice.nl