
08-06-2010, 11:29 AM
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Orc
Join Date: Jun 2010
Posts: 46
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Quote:
Originally Posted by Haynar
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I found going through pvp code, that the client was trying to limit snares to be 24 seconds max. I adjusted the server code to replicate this. So snares are shorter duration in PVP now, or should be.
One of the big advantages to macroquest, is figuring out where other players are. It is easy to make it so you cant see another player coming at you. But since you can see mobs moving, disappearing, corpses spawning when they kill something. You can see exactly where someone is located.
Until something was put together to scramble mob and player locations outside a certain range, PVP would never be fair. I have some code i was working on that did this, but never finished it. It was looking very promising, with little additional cpu overhead. But I spend most of my time working on mechanics of the game, or trying to add missing features, or worst of all fixing and detecting hacks.
I want to get back to this kind of fun, to make it so that if someone did want to go PVP, it would be somewhat fair. There just need to be a lot of changes and testing.
Haynar
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Quote:
Originally Posted by Haynar
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I finally found where the pushback is handled for clients. I have not decrypted how to set the packet yet. But I am getting close. I am not very fast at working with decompilers, but that is where I am at now. Looking through assembly language, tracing how that one part of the packet is handled.
Its only a 32 byte word. How hard could that be to figure out?
Hah. Hard. Let me tell ya. For someone like me who is not a super fast coder.
haynar
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Haynar working on pvp? This is great news. You just made my day sir [You must be logged in to view images. Log in or Register.]
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