We got animations working ! - Printable Version
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RE: We got animations working ! - BenDover - 08-02-2015 09:07 AM
(08-02-2015 08:10 AM)Yamashi Wrote: What we need to do right now is code how we play animations based on movement and find who cares and deals with NPCs.
Are you going to stick to animation driven movement (bAnimationDriven set to true)? It seems to me that this will lead to position desynchronization among players and if you correct position once in a while then players will notice jitter (looking similar to speedhack visual effect).
PS: ScriptDragon works as a proxy between your C++ code and Papyrus, but the latter is known for its bad performance caused by frame synchronization and exclusive locking technique. Won't there be noticeable lags in crowded locations that will make proper animation synchronization a challenging task?
RE: We got animations working ! - Yamashi - 08-02-2015 06:33 PM
The engine itself can't manage crowded situations, if think the rendering pipeline will be the bottleneck, not the papyrus VM.
bAnimationDriven won't cause jitter as long as we correct the position every frame using linear interpolation we can get a good estimate of what's going on.
RE: We got animations working ! - BenDover - 08-03-2015 06:36 AM
Ok, returning to "...code how we play animations based on movement..." I've got a question.
How will cheating be prevented?
Levitation, walking through walls, speedhacking. This may create problems. I made a bot run all over Skyrim by using a simple pathfinding algorithm and the server recorded the waypoints. But it doesn't take jumping into account, if you want to allow players to jump then this approach doesn't suit because waypoints will need too much space.
If you are planning to use navmeshes then there is a problem. Look at http://s28.postimg.org/688q0rid7/navmesh.jpg, the place an arrow points to is not covered with navmeshes but, as you can see on http://s16.postimg.org/l2kd1joxh/ingame.jpg, a player can stay on that place. How will this inconsistency be removed?
RE: We got animations working ! - Yamashi - 08-03-2015 04:14 PM
A navmesh is used to do NPC pathfinding, it won't affect the player. As for speed hacks/bots and co that's what I do for a living, it will be fairly easy to implement once someone starts doing it.
RE: We got animations working ! - MeGaMaN - 08-03-2015 06:44 PM
Cheating would only become a problem if there is a PvP & Trading system implemented.
I'd see PvP abuse/RDM being a major problem. Someone quickly gets top gear & preys on the starters.
This could be fixed by making no-dmg spawn areas & damage restrictions between too high leveled players, unless the weaker one starts the fight.
RE: We got animations working ! - warhero78 - 08-12-2015 10:38 AM
is this still going to be a thing or no
RE: We got animations working ! - Rockoria - 08-15-2015 09:58 AM
Can you read or no?
RE: We got animations working ! - warhero78 - 08-15-2015 10:04 AM
The whole thing no takes to much time
RE: We got animations working ! - Rockoria - 08-15-2015 12:01 PM
No, I mean like, even read the main fucking post, it's so blatantly obvious and it's been stated so many times I'm not even going to cite anything, take 2 seconds to read 90% of the posts here and you can figure it out.
RE: We got animations working ! - warhero78 - 08-15-2015 02:48 PM
have very little time