That article is very ambigious, I might be on board with it if there were some other sources, but there does not seem to be any. I find it increasingly hard to believe that "everyone" was doing this, dispite no mention of it, especially considering the game-changing nature of it.Mikel123 wrote:Admittedly, I only know of them from practicing in fall of 2000 or so.MatronDeWinter wrote:I still don't believe that it is accurate at all.
But, Faust's Japanese website shows them talking about the strategy and I believe that's dated in 1999.
Double hits occurr too often and easily
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Re: Double hits occurr too often and easily
Re: Double hits occurr too often and easily
I dunno... I don't find it too ambiguous, I think it's very detailed actually.
I definitely wasn't doing it in T2A, I wasn't that sophisticated, but I definitely remember practicing with "Bob Marley" of Sonoma, on Test Center somewhere on Moonglow Island. Likely was 2000, maybe 2001.
Wouldn't surprise me if it was a UOR thing, but again the Japanese site seems convincing. Heck... even if they were doing it in 1999, and all us Americans weren't until 2000... still it must have been mechanically possible. They were pretty sophisticated (there's also the paragraph about the wrestling timer for halberds, I think, which I surely didn't know about back then either).
People's pvp memories from "T2A" definitely seem tilted towards UOR, which is why I think the combat system here gets ripped on people all the time. I dunno... wouldn't surprise me either way.
I definitely wasn't doing it in T2A, I wasn't that sophisticated, but I definitely remember practicing with "Bob Marley" of Sonoma, on Test Center somewhere on Moonglow Island. Likely was 2000, maybe 2001.
Wouldn't surprise me if it was a UOR thing, but again the Japanese site seems convincing. Heck... even if they were doing it in 1999, and all us Americans weren't until 2000... still it must have been mechanically possible. They were pretty sophisticated (there's also the paragraph about the wrestling timer for halberds, I think, which I surely didn't know about back then either).
People's pvp memories from "T2A" definitely seem tilted towards UOR, which is why I think the combat system here gets ripped on people all the time. I dunno... wouldn't surprise me either way.
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Re: Double hits occurr too often and easily
I remember the dates I played OSI.
IT WAS BEFORE THE WHOLE Y2K THING.
Double weapon hits occurred and I did them frequently.
I was specifically trained by a vet to do this.
Its the strongest memory I have of OSI.
I quit shortly after the release of Trammel (May 2000)
In all my time playing OSI, never did I see a patch the corrected the double hits.
Matron there is no doubt about it Double hits are EA
Edit: There was a patch that went in that forced you to equip your spell book when casting spells. That is the exact date I quit, So it might have been slightly before the release of Trammel.
IT WAS BEFORE THE WHOLE Y2K THING.
Double weapon hits occurred and I did them frequently.
I was specifically trained by a vet to do this.
Its the strongest memory I have of OSI.
I quit shortly after the release of Trammel (May 2000)
In all my time playing OSI, never did I see a patch the corrected the double hits.
Matron there is no doubt about it Double hits are EA
Edit: There was a patch that went in that forced you to equip your spell book when casting spells. That is the exact date I quit, So it might have been slightly before the release of Trammel.

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Re: Double hits occurr too often and easily
No one is doubting the existence of them. There is very little documentation of it, so it's extremely unlikely that they occured as much as they do here. I can do them 100% of the time now problem, and 50% of the time I'm not even trying to do them.RoseRIP wrote:I remember the dates I played OSI.
IT WAS BEFORE THE WHOLE Y2K THING.
Double weapon hits occurred and I did them frequently.
I was specifically trained by a vet to do this.
Its the strongest memory I have of OSI.
I quit shortly after the release of Trammel (May 2000)
In all my time playing OSI, never did I see a patch the corrected the double hits.
Matron there is no doubt about it Double hits are EA
Edit: There was a patch that went in that forced you to equip your spell book when casting spells. That is the exact date I quit, So it might have been slightly before the release of Trammel.
Re: Double hits occurr too often and easily
(Taken from the ChoppaX EUO thread)Perception wrote:I made a double hally hit macro long before the patch even went in. It works flawlessly, 100% of the time, and can never be disrupted.
I hope this isn't what your ref. to.

[21:27] <@Derrick> UOSA is a tribute to the feasibility of anarchy
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Re: Double hits occurr too often and easily
Perception wrote:No one is doubting the existence of them. There is very little documentation of it, so it's extremely unlikely that they occured as much as they do here. I can do them 100% of the time now problem, and 50% of the time I'm not even trying to do them.
The post was more so directed at Maton. Not sure if heshe realizes that the double hits we have now came from authentic OSI code.
IMO OSI probably throttled the double hit somehow.

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Re: Double hits occurr too often and easily
The double hits we have now are actually not from OSI code. Our system we have now is the built on top of the 98 decompiled demo, through patch notes, articles and what not.RoseRIP wrote:Perception wrote:No one is doubting the existence of them. There is very little documentation of it, so it's extremely unlikely that they occured as much as they do here. I can do them 100% of the time now problem, and 50% of the time I'm not even trying to do them.
The post was more so directed at Maton. Not sure if heshe realizes that the double hits we have now came from authentic OSI code.
IMO OSI probably throttled the double hit somehow.
Also, Chaos, anyone who understands how to do it (very simple) I think will back me up on how easy it is to perform. Yes, I do have a macro which performs it perfectly without any possible disruption (only used it in duels to demonstrate), this is probably the most simple PVP macro ever and I'd imagine others have it as well...although it's hardly even necessary.
Re: Double hits occurr too often and easily
I'm surprised there are some people that still doesn't know you can make a flawless double hit macro...
Re: Double hits occurr too often and easily
I'm surprised there are some people who still doesn't know make sentenceFaust wrote:I'm surprised there are some people that still doesn't know you can make a flawless double hit macro...

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Re: Double hits occurr too often and easily
It's not from OSI code, you cannot do it on the demo to the best of my knowledge, there is virtually no documentation that it ever existed except for an ambigious post on a japanese message board which leaves a great deal open for discussion. Suddenly everyone jumps on the "Oh I remember doing this all the time" bandwagon, yet not a single person recalls the specific details or documentation.
Interesting.
Interesting.
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Re: Double hits occurr too often and easily
Yea that's what I was implying... Authentic being it came form the OSI demo....Perception wrote:The double hits we have now are actually not from OSI code. Our system we have now is the built on top of the 98 decompiled demo, through patch notes, articles and what not.
Matron: The way I saw it unfold was this:
Rose is on test testing the new system for derrick.
Rose Discovers double hit while discussing it with derrick.
Derrick is all like wtf? Interesting...
So I believe this was a straight from the code as Derrick did not intend on implementing double hits and was surprised to see it. This took place when they first put the combat changes up on test.
I recollect a quote from derrick that went something like this..
Someone with a little more authority on the matter correct me if I am wrong.Basically this wrote:The combat system that we have now is about 98% OSI code
Last edited by Roser on Sat Sep 04, 2010 8:44 pm, edited 1 time in total.

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Re: Double hits occurr too often and easily
Faust posted the double-hit message board post way before anyone was test-center-ing the new weapons code. I don't think that anyone just stumbled on it when the demo code was translated over into test center.
Answer me this:
Can you do this on the demo? (The demo, not the UOSA demo-login thing).
Answer me this:
Can you do this on the demo? (The demo, not the UOSA demo-login thing).
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Re: Double hits occurr too often and easily
I don't have the demo set up, so I don't rly know. But I would assume so, who's got the answer to that?MatronDeWinter wrote:Answer me this:
Can you do this on the demo? (The demo, not the UOSA demo-login thing).

Re: Double hits occurr too often and easily
The demo code is practically perfect with very few bugs in it including no existence of a double hit.
The only way a swing can take place is by passing an internal value of state 3 when a swing advances. This can only be accomplished when your swing counter is greater than the current held weapon duration. In other words, a swing can only take place no matter what the situation is once every full weapon delay. A double hit bug/exploit would have had to of been implemented during the insta hit patch. In fact, we know there was an exploit to get slower weapons to hit faster based on disarming/arming weapons that was fix on February 26th, 1999 meaning the code was obviously not bug proof unlike the previous version. This was probably due to the addition of the 'prep time' feature that was included with insta hit that no one really knows anything about to be honest. This portion of the patch is the key to every known feature in the t2a era involving insta hit ranging from exp, eb, hally to probably even the double hit exploit. If that feature could be deciphered perfectly we would not be having any problems right now what so ever with swings. The current interpretation that exists in the swing timer code right now is one of the two known possible ways for it to work mechanically. The first version is the common sense approach that doesn't really work and the second approach is Derrick's idea that seems to work great in most situations but has created the known double hit exploits that most don't remeber possible. IE: random consistent double hits from dexers, holding a double hit, etc...
The only way a swing can take place is by passing an internal value of state 3 when a swing advances. This can only be accomplished when your swing counter is greater than the current held weapon duration. In other words, a swing can only take place no matter what the situation is once every full weapon delay. A double hit bug/exploit would have had to of been implemented during the insta hit patch. In fact, we know there was an exploit to get slower weapons to hit faster based on disarming/arming weapons that was fix on February 26th, 1999 meaning the code was obviously not bug proof unlike the previous version. This was probably due to the addition of the 'prep time' feature that was included with insta hit that no one really knows anything about to be honest. This portion of the patch is the key to every known feature in the t2a era involving insta hit ranging from exp, eb, hally to probably even the double hit exploit. If that feature could be deciphered perfectly we would not be having any problems right now what so ever with swings. The current interpretation that exists in the swing timer code right now is one of the two known possible ways for it to work mechanically. The first version is the common sense approach that doesn't really work and the second approach is Derrick's idea that seems to work great in most situations but has created the known double hit exploits that most don't remeber possible. IE: random consistent double hits from dexers, holding a double hit, etc...