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missing real cipsoft monsters behavior #22

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renanluis90 opened this issue Jan 30, 2019 · 16 comments
Open

missing real cipsoft monsters behavior #22

renanluis90 opened this issue Jan 30, 2019 · 16 comments

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@renanluis90
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when the monster can not attack the player, he is behaving in a wrong way.
the delay in the monster's walking, is very slow...

Here the actually monsters behavior movie.
https://streamable.com/y7xzc

we can clearly see that the monsters have a bigger delay in the updatelook ...

Here the test of ReaLOTS monsters behavior movie.
https://streamable.com/wobml

they are faster, with updatelook

@joseluis2g
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I think my changes fucked it up, they are facing on every step

@renanluis90
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yes, i saw... because in ReaLOTS, theys "random" the updatelook yes? and theys are more faster

@ghost
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ghost commented Jan 30, 2019

read my latest comment in official repo btw under direction issue, i discovered something new maby its related to this one idk

@joseluis2g
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thats related to nextDanceStepRound
try playing with this

nextDanceStepRound = OTSYS_TIME() + 200 + getStepDuration();

like remove the 200

joseluis2g added a commit that referenced this issue Jan 30, 2019
Remove it.charges so you can edit the amount of charges per rune
Edited updateDirection and danceStep
#22
@joseluis2g
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@emil92b could you test the new changes
6a2b8b6

@ghost
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ghost commented Jan 30, 2019

the previous direction change worked better, think you broke it

also the dancestep thing dont work either

@joseluis2g
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Can you test both and do some images about it? I think I do not understand what you want.
Also with danceStep, I just did the changes and monsters seems to walk faster when they fleeing/walking around

@Stoudemire
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https://streamable.com/wobml

así es como debería funcionar
implemente el código pero ahora caminan demasiado rápido y no se voltean a mirar el target (player)

@ghost
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ghost commented Jan 31, 2019

i noticed if you run with
nextDanceStepRound = OTSYS_TIME() + 100 + getStepDuration();

monster on same floor dance every 1sec

but the monsters on other floors dance every 2 seconds and also sometimes every 1 second, so that is an issue, they should dance every 1 second there, not randomly 2-1

@joseluis2g
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but the ground has his own speed reduction or walk cost, can you test it?

@ghost
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ghost commented Jan 31, 2019

i tested it here on experimental
https://i.imgur.com/BRreFES.jpg (1sec)
https://i.imgur.com/uSdvLXB.jpg (1sec)

@joseluis2g
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I need to test this a few, I do not know where to start.

@renanluis90
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Creature.cpp? getStepDuration function

@renanluis90
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nextDanceStepRound = OTSYS_TIME() + 760;

@joseluis2g
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@renanluis90 have you tested it? it is directly related to this dancestep but I have to do more tests because if you use a lower number there is no check of system time and they walk too fast

@renanluis90
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I will upload a video

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3 participants