High Seas and Boat smooth movement

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Tomi
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High Seas and Boat smooth movement

Post by Tomi »

About the High Seas smooth movement, I just want to ask if anyone around here have an account on OSI and could run some packet logging there ?

2 things I wonder about are,
- there are different speeds with movements, but anyway it seems like you will have to send the movement packet for every tile, is it working like this on OSI too ?
- how are the boats turned with the new movement packet ? I have tried every combination I could think about with packet 0xF6 facing and direction bytes.
Polytropon
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Re: High Seas and Boat smooth movement

Post by Polytropon »

I saw this some time ago, maybe it helps:

http://www.runuo.com/community/threads/ ... ds.105330/

Specially posts #5 and #20.
Tomi
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Re: High Seas and Boat smooth movement

Post by Tomi »

I've seen that post and actually the only usable information there is how the mouse movement is working but doesnt really answer my questions :(
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AsYlum
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Re: High Seas and Boat smooth movement

Post by AsYlum »

Pachacuti
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Re: High Seas and Boat smooth movement

Post by Pachacuti »

If I record correctly, IPY has the smooth boat movement working. Maybe you could try do some packet logging over there?

There's a video on it, but I've never played over there myself. http://www.youtube.com/watch?v=8DVUUEeu0oU

http://inporylem.com/
Pachacuti
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Re: High Seas and Boat smooth movement

Post by Pachacuti »

So, did anyone take a look at this? I'm really curious about the implementation of smooth movement.
Voicer
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Re: High Seas and Boat smooth movement

Post by Voicer »

looks amazing but I am not yet at this stage of my shard development :) but would definitely want to know how to do this. maybe the orbsidia runuo has it implemented and we could take a look how packets are configured there?
Duttones
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Re: High Seas and Boat smooth movement

Post by Duttones »

any progress?
Tomi
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Re: High Seas and Boat smooth movement

Post by Tomi »

Just some information about this.
I got logged all packet information needed for this and almost all of it working, but to fix the missing parts still not working requires some rewrites on multis how they are sent.
Also OSI uses for UO Clients 2 different in range checks ( 1 for radar 1 for in sight ) which should be used with this aswell and just brings up problems because Pol is currently using only that in sight check.

I will continue look into this as soon as I have time.
Pachacuti
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Re: High Seas and Boat smooth movement

Post by Pachacuti »

Just a question, are these changes you mentioned all core-changes?
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atreiu
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Re: High Seas and Boat smooth movement

Post by atreiu »

seems like news==false :-|
RusseL
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Re: High Seas and Boat smooth movement

Post by RusseL »

Hi. I use now client 7.0.18.0 2d and i wanna try smooth movement.
How? :)
Joey
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Re: High Seas and Boat smooth movement

Post by Joey »

any news about it ?
Xeno
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Re: High Seas and Boat smooth movement

Post by Xeno »

Joey wrote:any news about it ?
Added: Boat Smooth move for clients which support it ( HSA+ )
Added: boat.em flags ( These flags are ignored for boat movements sent to old than HSA clients )
const BOAT_SPEED_ONE_TILE := 1;
const BOAT_SPEED_SLOW := 2;
const BOAT_SPEED_MEDIUM := 3;
const BOAT_SPEED_FAST := 4;
Changed: boat.em functions
MoveBoat( boat, facing ) to MoveBoat( boat, facing, speed := BOAT_SPEED_ONE_TILE )
MoveBoatRelative( boat, direction ) to MoveBoatRelative( boat, direction, speed := BOAT_SPEED_ONE_TILE )
Note: The same functions are used to move boats for older and never clients, older clients ignore the speed parameter, but the speed paramter is required for smooth move.
The clientversions are checked in core to determine what type of boat movement will be sent
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