t2a accuracy
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
t2a accuracy
i havent played in a while so some of this might already be in, but just trying to help out with accuracy
weight message..
seems like its random if an item is flipped or not
a White Potion
a katana crafted by (no exceptional in the name)
provo message and monster ai, doesnt walk more than 3 tiles wide..
tailored item on the left "sewn by"
id wand message
weight message..
seems like its random if an item is flipped or not
a White Potion
a katana crafted by (no exceptional in the name)
provo message and monster ai, doesnt walk more than 3 tiles wide..
tailored item on the left "sewn by"
id wand message
Re: t2a accuracy
wow exelent post
yay for flipped items!!!
Here here!
you will also notice, from atleast terrakeep that in real t2a there were FAR MORE monsters in dungeons.
it was spammy there were so many monsters.
yay for flipped items!!!
Here here!
you will also notice, from atleast terrakeep that in real t2a there were FAR MORE monsters in dungeons.
it was spammy there were so many monsters.
[broken image]
Re: t2a accuracy
I really wish the path finding for mobs would be fixed here. The picture involving the tera keep and all those spiders clearly shows how the path finding worked back then. No player run shard in the history of UO emulation has ever got this right. It was much worse here in the past and improved greatly compared to the way it was though. However, it still needs some work badly to work the way it did in the past before the UOR publish.
Re: t2a accuracy
Just wondering, the demo contains the correct algorithm?I really wish the path finding for mobs would be fixed here. The picture involving the tera keep and all those spiders clearly shows how the path finding worked back then. No player run shard in the history of UO emulation has ever got this right. It was much worse here in the past and improved greatly compared to the way it was though. However, it still needs some work badly to work the way it did in the past before the UOR publish.
+ORC: If you give a man a crack he'll be hungry again tomorrow, but if you teach him how to crack, he'll never be hungry again.
chumbucket: I don't collect pixels.
Never trust the client. It's in the hands of the enemy : UO Demo internals @ JoinUO
chumbucket: I don't collect pixels.
Never trust the client. It's in the hands of the enemy : UO Demo internals @ JoinUO
Re: t2a accuracy
For all intensive purposes the demo should have the proper algorithm for monster pathing. From my experience, during T2A characters like archers and the like had an advantage in so much that they could find a small outcropping of stalagmites or rocks and block creatures behind them. This was naturally a significant advantage due to the availability of a ranged attack. Beyond that, the UOR patch notes have a line detailing the improved pathing AI of monsters which suggests that monsters had some pathing ability beforehand, but it was limited in many respects. When comparing the pathing ability of creatures in the demo with modern creatures, the pathing follows that description pretty well. Demo creatures were aware of the tiles adjacent to them, and in front of them, while modern creatures were aware of tiles for a much greater distance. Overall, this is something we do plan on working on at some point.
Beyond that, most of whats in the screenshots is either known to be a known issue that needs to be worked on, or is something that changed at some point (i.e. the crafting titles for exceptional quality weapons and tailored items), but excellent job on pulling up these screenshots.
Beyond that, most of whats in the screenshots is either known to be a known issue that needs to be worked on, or is something that changed at some point (i.e. the crafting titles for exceptional quality weapons and tailored items), but excellent job on pulling up these screenshots.
Useful links for researching T2A Mechanics
Stratics - UO Latest Updates - Newsgroup 1 - Noctalis - UO98.org
Re: t2a accuracy
The way the path finding works on the demo is the way it worked up until it was fixed in UOR when they became very smart at getting around objects. The main problem that I see with the RunUO pathfinding here and when it's fixed to the old two/three tile blocking setup is that they can squirm significantly trying to find a path wedging themselves out of a "should be" blocking state.Batlin wrote: Just wondering, the demo contains the correct algorithm?
To block a mob moving E, W, S, and N you need to block that direction and the tiles next to it making it the three tile block state. For example, if a mob is heading East you need to block E, NE, and SE to get a full blocking state. If the mob is moving NE you would only need to block two tiles that being N and E to make a two tile blocking state. The system for blocking is really simple and basic.
Re: t2a accuracy
Ahh... the good ole' days.. with more specific crafting labels ("sewn by") and not "black space" for gumps.
It was difficult to run around with bags open and nowhere to put them.
It was difficult to run around with bags open and nowhere to put them.
Re: t2a accuracy
awesome pictures
[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
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[10:44] <ian> a good cat is a dead cat
Re: t2a accuracy
haha i didnt realize you were DRAGONX from chesapeake. i remember a few great battles with you back in the day. i recognized most of the names on the corpses in your pictures too haha. totally brought back memories. good post.
BTW i was ClowN/HalloweeN on chessy.
BTW i was ClowN/HalloweeN on chessy.
Re: t2a accuracy
Thanks much, and again Cheez