Ok, I am out fishing right now. I am right on the line where you cross over from the East side of the map to the West side of the map. I think I've heard people call it the server line.
I'm right on that line, and i can see animals that are in the dungeons on the edge of my screen...i understand why, as far as how the world is actually laid out, but my question is, if there was someone in that dungeon in the same are with all those animals im seeing, would i see them too? would they see me on the edge of their screen?
Sailing Question
Sailing Question
|| Atx Mini Mall | Atraxi's Great Real Estate ||

IRC: Atraxi on @#bpd +#NEW #SecondAge #C^V

<GreenPlastic> I want Five Guys inside me right now

IRC: Atraxi on @#bpd +#NEW #SecondAge #C^V

<GreenPlastic> I want Five Guys inside me right now
Millerisfuntoplay wrote:Atraxi pwned me =(
Re: Sailing Question
put a toon in the dung and find out
Re: Sailing Question
Yes, you would.
If you use Tracking in certain spots in a dungeon, you can track people on other floors or other dungeons altogether.
Additionally, you can track people in certain event areas. It spooked the heck out of me one time when I found people in some event (Capture the Flag?) via tracking, because their icon in the menu was entirely the color of their team in the game.
If you use Tracking in certain spots in a dungeon, you can track people on other floors or other dungeons altogether.
Additionally, you can track people in certain event areas. It spooked the heck out of me one time when I found people in some event (Capture the Flag?) via tracking, because their icon in the menu was entirely the color of their team in the game.
- MatronDeWinter
- UOSA Donor!!
- Posts: 7249
- Joined: Wed Mar 04, 2009 3:35 am
- Location: 你的錢包
Re: Sailing Question
This is an effect of something called Azimuthal Projection. Imagine the world is a large plane, when you get to one side, you teleport to the cooresponding side. The client knows this is going to happen, and loads some of the imagery on the other side so you can see it, but as far as the server is concerned, you are not on the other side, and there is no reason to send you that data (containing dynamic objects).
Dungeons and the like, all exist on this large plane, therefor, you can track through dungon walls etc, because the only thing really seperating you from there is a sea of black tiles. But those also exist as coordinates on the plane.
If a dungeon (with monsters) was at the coordinate point (0,0) and you were at the opposite corner of the plane, let's say (9999,9999), if you were to track you would not be able to find objects at (0,0) even though you are realistically 1 tile away from that point. The server would not be sending you information. You would see the place, but no mobiles/items in it, only the data from the raw map file that your client is displaying.
Because most of the areas where this overlap is possible exist in the ocean where players are really unlikely to suffer, this is sort of overlooked. The T2A map exists on a similar plane, however if you look at it's design, it does not allow for overlap because the terrain is mostly terrestrial and players moving in the area would notice this effect.
Dungeons and the like, all exist on this large plane, therefor, you can track through dungon walls etc, because the only thing really seperating you from there is a sea of black tiles. But those also exist as coordinates on the plane.
If a dungeon (with monsters) was at the coordinate point (0,0) and you were at the opposite corner of the plane, let's say (9999,9999), if you were to track you would not be able to find objects at (0,0) even though you are realistically 1 tile away from that point. The server would not be sending you information. You would see the place, but no mobiles/items in it, only the data from the raw map file that your client is displaying.
Because most of the areas where this overlap is possible exist in the ocean where players are really unlikely to suffer, this is sort of overlooked. The T2A map exists on a similar plane, however if you look at it's design, it does not allow for overlap because the terrain is mostly terrestrial and players moving in the area would notice this effect.