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Flying Creatures
Posted: Sat Dec 08, 2012 10:25 pm
by Alex21
Correct me if I am wrong, but didn't creatures such as birds and dragons actually fly in T2A? Like not just a flying animation as they walk, but moving quite fast and at altitude? Anyone already addressed this?
Thanks,
Alex.
Re: Flying Creatures
Posted: Sun Dec 09, 2012 10:02 am
by testuseraccount
You know, its weird; I don't remember this at all; but it seems like one of those things you overlook and take for granted at the time.
Have you checked to see if its in the demo yet?
Re: Flying Creatures
Posted: Sun Dec 09, 2012 5:11 pm
by Alex21
testuseraccount wrote:You know, its weird; I don't remember this at all; but it seems like one of those things you overlook and take for granted at the time.
Have you checked to see if its in the demo yet?
No, I don't have the demo/normally research these things.
Re: Flying Creatures
Posted: Sun Dec 09, 2012 6:14 pm
by Apocalypse
How it is currently is how I seem to remember things back then.
Re: Flying Creatures
Posted: Mon Dec 10, 2012 8:29 am
by testuseraccount
Heres a good place to start if you ever want to do any demo research, or look into things that may catch your curiosity.
http://uodemo.joinuo.com/index.php?title=Main_Page
Re: Flying Creatures
Posted: Mon Dec 10, 2012 10:35 pm
by nightshark
There was a thread about this in the past. Their animations were the same, but they actually flew over things in T2A, whereas they don't here. On UOSA their flying is only an animation, they are restricted to the same movement as any other mobile.
viewtopic.php?f=8&t=28507&p=256542&
Re: Flying Creatures
Posted: Tue Dec 11, 2012 12:24 am
by Alex21
nightshark wrote:There was a thread about this in the past. Their animations were the same, but they actually flew over things in T2A, whereas they don't here. On UOSA their flying is only an animation, they are restricted to the same movement as any other mobile.
viewtopic.php?f=8&t=28507&p=256542&
So its already on the patch list?
Re: Flying Creatures
Posted: Tue Dec 11, 2012 12:28 am
by Kaivan
Flying creatures should have a "fly mode" where they actually have their z axis changed by a small amount and can fly over specific objects. Creatures should enter fly mode when fleeing at low life, or occasionally when wandering around (which is why creatures would get "stuck" in unusual locations). As far as I'm aware, this functionality is not in place on UOSA, and is one of the things we have slated to be fixed at some point in the future.
Re: Flying Creatures
Posted: Tue Dec 11, 2012 7:16 am
by Bicchus Dicchus
Ok. So what's the progress on this?
How about a solution before say, the weekend?
Only by setting goals can we meet them. It's science.
-Bicchus Dicchus
Re: Flying Creatures
Posted: Tue Dec 11, 2012 2:42 pm
by Kaivan
The progress is minimal because this is an issue that's part of the larger issue of monster AI. We'd like to get monster AI working properly from the ground up, and that will take a complete rewrite. Until then, it's likely that most monster AI will stay functionally the same.
Re: Flying Creatures
Posted: Wed Dec 12, 2012 8:56 pm
by Godsend
This is a picture off the back of the original T2A box. It shows a dragon flying away from arrows over a mountain, a bit more than a small z axis change.
Re: Flying Creatures
Posted: Wed Dec 12, 2012 10:54 pm
by Cousteau Calypso
OMG its been so long since Ive seen this pic. Nice.
Re: Flying Creatures
Posted: Thu Dec 13, 2012 1:20 am
by Kaivan
That screenshot was taken before a series of changes occurred to the behavior of flying creatures that allowed them to avoid any and all obstacles such as mountains by having a much higher z axis shift. The ability of flying creatures allowed for
housing break-in exploits, which led to the removal of the fetch command and later the flying attribute from nightmares. As far as we know, this behavior was ultimately alleviated by changing the height of their z axis shift when entering flying mode.
Re: Flying Creatures
Posted: Thu Dec 13, 2012 1:34 am
by Ohm
Kaivan wrote:Flying creatures should have a "fly mode" where they actually have their z axis changed by a small amount and can fly over specific objects. Creatures should enter fly mode when fleeing at low life, or occasionally when wandering around (which is why creatures would get "stuck" in unusual locations). As far as I'm aware, this functionality is not in place on UOSA, and is one of the things we have slated to be fixed at some point in the future.
This is in place here, for dragons anyway..
Sometimes in Wind one of my dragons will fall off a ledge on the marble walkways and is pretty much stuck since you cant gate out of Wind, unless you make it fly back over the ledge.
So it's z-axis does change somewhat when flying
Re: Flying Creatures
Posted: Thu Dec 13, 2012 8:49 am
by Hoots
Kaivan wrote:That screenshot was taken before a series of changes occurred to the behavior of flying creatures that allowed them to avoid any and all obstacles such as mountains by having a much higher z axis shift. The ability of flying creatures allowed for
housing break-in exploits, which led to the removal of the fetch command and later the flying attribute from nightmares. As far as we know, this behavior was ultimately alleviated by changing the height of their z axis shift when entering flying mode.
Hah. that box is still sitting on a shelf in my office. I always questioned if it was a screenshot or a photoshop.
Never saw anything like the picture in beta or day 1 of production up until a finally quit.
But that is neither here nor there... (and a little OT)
Regardless, that picture is awesome and gives me warm fuzzies when i think about the first time i saw it....