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Validate Location in Water? [Interlude]


wongerlt

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Hello,

How validate location in water?  Now when i send validatelocation packet with x/y/z/heading changes in client only x/y/heading.

its interlude bug or what?

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15 hours ago, wongerlt said:

Hello,

How validate location in water?  Now when i send validatelocation packet with x/y/z/heading changes in client only x/y/heading.

its interlude bug or what?

Can you try to explain a bit better?

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16 hours ago, wongerlt said:

Hello,

How validate location in water?  Now when i send validatelocation packet with x/y/z/heading changes in client only x/y/heading.

its interlude bug or what?

 

if you are a project administrator

///stat l2

 

spacer.png

 

if you are a regular player 

/loc     ( you need to enter commands in the game chat )

ps - shows the coordinates in the chat in system messages

( 1 will be x , then 2 will be the Y coordinate and 3 will be the -z axis ) 

ps2 - map position shows your location and its number - the screenshot shows an example.

 

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I mean when i send ValidateLocation packet to client while character is under water changes only x,y and heading.

Seems z coordinate didn't work under water. And if i send packet with z coordinate which are highter than water height then working fine.

 

 

Edited by wongerlt
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Maybe because it means what in water zone you can't falls down and no point to correct from server side the Z height, except the cases where position definely out of water zone? What kind of logic would you assume if you were a client developer?

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34 minutes ago, Rootware said:

Maybe because it means what in water zone you can't falls down and no point to correct from server side the Z height, except the cases where position definely out of water zone? What kind of logic would you assume if you were a client developer?

Then how correct x,y without z in water? tell me 

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55 minutes ago, wongerlt said:

Then how correct x,y without z in water? tell me 

 

No way. No reason for correcting X,Y coords under water. Swimming is very slow for making async and exploits.

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30 minutes ago, Rootware said:

 

No way. No reason for correcting X,Y coords under water. Swimming is very slow for making async and exploits.

really not small different after one minute of swimming

http://prntscr.com/25qb8ex

 

 

 

Just tested one thing, if i set char. to walk then while swimming char. uses running speed and when i set to run then char. uses walk speed for swimming. (in client side), weird thing 😄

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Client it self change speed in water if character is in `running state`. Move speed difference is big (from 0 to 100+...) between client side/server side..

So for now temporary fix is just set character move state to `walk`  in water. With it speed difference is only 0~5 max.

Or maybe some one have better idea? 😄

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Maybe better use retail "fix" and use swimming speed for run/walk mode from PC_paramaters.txt?

 

moving_speed_begin
	FFighter={80; 115; 50; 50; 0; 0; 0; 0}
	MFighter={80; 115; 50; 50; 0; 0; 0; 0}
	FMagic={78; 120; 50; 50; 0; 0; 0; 0}
	MMagic={78; 120; 50; 50; 0; 0; 0; 0}
	FElfFighter={90; 125; 50; 50; 0; 0; 0; 0}
	MElfFighter={90; 125; 50; 50; 0; 0; 0; 0}
	FElfMagic={85; 122; 50; 50; 0; 0; 0; 0}
	MElfMagic={85; 122; 50; 50; 0; 0; 0; 0}
	FDarkelfFighter={85; 122; 50; 50; 0; 0; 0; 0}
	MDarkelfFighter={85; 122; 50; 50; 0; 0; 0; 0}
	FDarkelfMagic={85; 122; 50; 50; 0; 0; 0; 0}
	MDarkelfMagic={85; 122; 50; 50; 0; 0; 0; 0}
	FOrcFighter={70; 117; 50; 50; 0; 0; 0; 0}
	MOrcFighter={70; 117; 50; 50; 0; 0; 0; 0}
	FShaman={70; 121; 50; 50; 0; 0; 0; 0}
	MShaman={70; 121; 50; 50; 0; 0; 0; 0}
	FDwarfFighter={80; 115; 50; 50; 0; 0; 0; 0}
	MDwarfFighter={80; 115; 50; 50; 0; 0; 0; 0}
	FKamaelSoldier={87; 122; 50; 50; 0; 0; 0; 0}
	MKamaelSoldier={87; 122; 50; 50; 0; 0; 0; 0}
moving_speed_end

 

where, {ground_walk; ground_run; swim_underwater_walk; swim_underwater_run; fly_walk; fly_run; swim_surface_walk; swim_surface_run}.

 

Or continue make shitcode on previous shitcode, aka Shitcode Dev?

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