VGOEmulator.net

A Development Project for the Vanguard:Saga of Heroes MMO

Skip to content

Advanced search
  • Quick links
    • Unanswered topics
    • Active topics
    • Search
  • Portal
  • Project Manager
  • Bug Tracker
  • Server List
  • Wiki
  • Donate
  • Login
  • Register
  • Board index Bugs Server Bugs Server Bugs (Closed)
  • Search

Bug 231: (Xinux) No auto-dismount

Closed Server Bugs

Moderators: Community Managers, Developers

Locked
  • Print view
Advanced search
6 posts • Page 1 of 1
BugTracker
Posts: 810
Joined: Wed Aug 28, 2013 9:40 am
Bug 231: (Xinux) No auto-dismount
  • Quote

Post by BugTracker » Thu Jul 23, 2015 4:11 pm

Bug ID       : 231 - No auto-dismount 
Bug Date     : 2015/07/17 05:17:17
Assigned To  : Xinux
Priority     : Medium

Category     : VGClient
Sub-Category : Gameplay: Mounts
Severity     : Standard
Reproducible : Every time
Details:
in khal, should be dismounted when entering buildings
Originated From World: New Telon (1)
Chunk                : Khal (85)
Location             : -12132 -55384 1640


Entered on Jul 23, 2015 17:07 by John Adams
I know auto-dismounting is not implemented, but one of the urgent todo's is to finish previous cycles work, and that is Mounts/Flying.
Top

User avatar
Xinux
Project Leader
Project Leader
Posts: 2549
Joined: Wed Aug 28, 2013 2:20 pm
Re: Bug 231: (Xinux) No auto-dismount
  • Quote

Post by Xinux » Thu Jul 23, 2015 4:54 pm

The only way i can see this working is going to be via LUA and doing a proximity check and forcing a dismount.
Top

shargash
Team Member
Team Member
Posts: 338
Joined: Tue Apr 15, 2014 10:16 pm
Re: Bug 231: (Xinux) No auto-dismount
  • Quote

Post by shargash » Thu Jul 23, 2015 4:59 pm

Isn't this a "regions" thing? As far as I know, the same code that allowed you to summon a character within a dungeon was used to dismount you when you entered the dungeon.
Top

User avatar
John Adams
Retired
Posts: 4582
Joined: Wed Aug 28, 2013 9:40 am
Location: Phoenix, AZ.
Contact:
Contact John Adams
Website
Re: Bug 231: (Xinux) No auto-dismount
  • Quote

Post by John Adams » Thu Jul 23, 2015 5:19 pm

[quote="Xinux"]The only way i can see this working is going to be via LUA and doing a proximity check and forcing a dismount.[/quote]
Do we know if you got dismounted when entering a PPO, or a structure that could somehow be identified in the world? If "going into a building" is a dismount, I'm pretty sure the door is hanging onto something detectable. I'm also sure we have some logs of us going into places and being dismounted.

Don't give up hope. LUA is one way, but it'll be ChunkScripts and probably insanely large considering all the structures and places you can be dismounted. I'd actually rather not dismount than build that kind of LUA.

Then there is the Guard/Merchant proximity idea, where they simply knock you off your mount for coming here then while mounted. That would be a much simpler LUA.
Top

zippyzee
Developer
Developer
Posts: 1240
Joined: Wed Jul 23, 2014 2:11 pm
Re: Bug 231: (Xinux) No auto-dismount
  • Quote

Post by zippyzee » Thu Jul 23, 2015 6:01 pm

If I had to vote, I would look the other way on this as long as possible. I hate the forced dismounting.

There are some tricks we can use but I would guess there was a map of sorts with boxes of no-mount locations. Some forced dismounts were simply moving into one region of a town through large cobblestone pathways and didn't make much sense.

Either way, we add a significant amount of checking the player locations against set locations each chunk loop and the less of that we have to do, the better. I know we will be doing it for flavor text but any extra waste always bugs me.
Top

User avatar
Kandra
Data Collector
Data Collector
Posts: 266
Joined: Fri May 16, 2014 2:35 am
Re: Bug 231: (Xinux) No auto-dismount
  • Quote

Post by Kandra » Thu Jul 23, 2015 11:14 pm

[quote="zippyzee"]Either way, we add a significant amount of checking the player locations against set locations each chunk loop and the less of that we have to do, the better. I know we will be doing it for flavor text but any extra waste always bugs me.[/quote]
You would normally not want to do any check like this in the chunk loop. One of the most common way of handling it is with collision volumes in a physics thread that can run at a much lower frequency. Then you register listeners for collision events on those volumes.
Top


Locked
  • Print view

6 posts • Page 1 of 1

Return to “Server Bugs (Closed)”

Jump to
  • Information
  • ↳   Announcements
  • ↳   Dev Chats
  • ↳   Events
  • Community
  • ↳   General Discussions
  • ↳   VGO Team Help Requests
  • ↳   Introductions
  • ↳   Game Features
  • ↳   Wish List
  • ↳   Off-Topic
  • Support
  • ↳   How-To's
  • ↳   General Support
  • ↳   Windows
  • ↳   Linux
  • Bugs
  • ↳   Server Bugs
  • ↳   Server Bugs (Closed)
  • ↳   Content Bugs
  • ↳   Content Bugs (Closed)
  • ↳   Database Bugs
  • ↳   Tools Bugs
  • Board index
  • All times are UTC-07:00
  • Delete cookies
  • Contact us
Powered by phpBB® Forum Software © phpBB Limited
*Original Author: Brad Veryard
*Updated to 3.2 by MannixMD