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No tile constrained movement implementation

Gryffian

ununderstandable
Joined
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Would it take much effort to allow free character movement in TFS + OTClient, not tied to tiles like it is now?
 
like this one?
 
Not much, did you think about downsides tho?
Right now one directional key press = 1 packet, with free movement it will move by 1 unit (to make the movement smooth), lets say 1 tile = 32 units. That's 32 packets just to move through a tile. Then there are animations that will look really clunky with such movement. Also onStepIn/Out will need rework because if a tile is on pos 128, 128, 7, then to check onStep you would have to check if player is within range (128, 128, 7 to 128 + 32, 128 + 32, 7).
 
like this one?
Like this one, yep.
Not much, did you think about downsides tho?
Right now one directional key press = 1 packet, with free movement it will move by 1 unit (to make the movement smooth), lets say 1 tile = 32 units. That's 32 packets just to move through a tile. Then there are animations that will look really clunky with such movement. Also onStepIn/Out will need rework because if a tile is on pos 128, 128, 7, then to check onStep you would have to check if player is within range (128, 128, 7 to 128 + 32, 128 + 32, 7).
I thought it might need more bandwith and computing. Animations wise I can see it being alright though. Some tweaking should be plenty.
I'd love to try tinkering with it. God, it's been years since I last touched c++ code, including tfs.
 
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