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Gallery / Re: Diggy's Metropolis Server
« on: January 18, 2011, 01:29:05 AM »
well assumed, young jedi
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Anyways, austin was being a complete noob using some kind of floating events to avoid arrest, every time id get close with my baton, he would use VCE or something to float up into the air. Pictures for proof:
-snip-
Sorry for double post but the video is up:
Video is now up and for some reason blocked in germany no idea why, but here it is:
Watch Here!
Admin + stuntplane + fetching other players in stuntplanes =
-snip-
Yes, we are levitating.
Walking around with 100 000 lumber in the pockets makes much more sense.
Next step: Updating the safes to work with lumber & ore?
As currently depositing money in safe really has no meaning.
...if Diggy gives the ok, I'm going to make EXP a tad less sparse.
Ok, so here's the lo-down on assassinations:
After some extensive testing that was pretty much an excuse for me to shoot and stab people, I found the following things:
Assassinations rarely happen, if not ever, on non-law players. On law players like cops, etc, they can be assassinated whenever the forget the assassin pleases, even in front of other people.
So it looks like we're right back where we started.
Changing skies around has been known to crash people, and it's pretty much guaranteed that it has something to do with the problem right now.
I was also thinking that while the client ghosts you could possibly have them in a spectator mode, but I'd need to go read up on cameras to figure out how to do that. Just make them spectate while ghosting and on ghost complete, spawn their player as normal.
I am sure of how to fix the crashing every time the sky changes. I think Diggy may have it set to delete the old sky before creating the new one. Switching those around and making it create the new sky then delete the old one would work. Every sky will have to have a different name. If there is no sky for a second everyone crashes, if there is 2 skies it looks odd for a second.seems possible. how are you so sure that this is the cause and not something else? also sometimes due to lag the skies both exist together and sometime they both dont exist together. but i guess if we purposely delay it then it would be better to have two skies at once than having some people crash every tick.
I think GameConnection::onGhostingComplete is one of the callbacks I saw in a dump, but I'm not 100% sure on that one.