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High Seas and Boat smooth movement

Posted: Mon Feb 06, 2012 12:47 am
by Tomi
About the High Seas smooth movement, I just want to ask if anyone around here have an account on OSI and could run some packet logging there ?

2 things I wonder about are,
- there are different speeds with movements, but anyway it seems like you will have to send the movement packet for every tile, is it working like this on OSI too ?
- how are the boats turned with the new movement packet ? I have tried every combination I could think about with packet 0xF6 facing and direction bytes.

Re: High Seas and Boat smooth movement

Posted: Tue Feb 07, 2012 8:43 am
by Polytropon
I saw this some time ago, maybe it helps:

http://www.runuo.com/community/threads/ ... ds.105330/

Specially posts #5 and #20.

Re: High Seas and Boat smooth movement

Posted: Thu Feb 09, 2012 11:38 am
by Tomi
I've seen that post and actually the only usable information there is how the mouse movement is working but doesnt really answer my questions :(

Re: High Seas and Boat smooth movement

Posted: Thu Feb 09, 2012 2:52 pm
by AsYlum

Re: High Seas and Boat smooth movement

Posted: Sun Feb 12, 2012 9:29 pm
by Pachacuti
If I record correctly, IPY has the smooth boat movement working. Maybe you could try do some packet logging over there?

There's a video on it, but I've never played over there myself. http://www.youtube.com/watch?v=8DVUUEeu0oU

http://inporylem.com/

Re: High Seas and Boat smooth movement

Posted: Fri Feb 17, 2012 9:36 am
by Pachacuti
So, did anyone take a look at this? I'm really curious about the implementation of smooth movement.

Re: High Seas and Boat smooth movement

Posted: Sat Feb 18, 2012 3:48 am
by Voicer
looks amazing but I am not yet at this stage of my shard development :) but would definitely want to know how to do this. maybe the orbsidia runuo has it implemented and we could take a look how packets are configured there?

Re: High Seas and Boat smooth movement

Posted: Sun Aug 26, 2012 11:09 pm
by Duttones
any progress?

Re: High Seas and Boat smooth movement

Posted: Fri Sep 07, 2012 10:03 pm
by Tomi
Just some information about this.
I got logged all packet information needed for this and almost all of it working, but to fix the missing parts still not working requires some rewrites on multis how they are sent.
Also OSI uses for UO Clients 2 different in range checks ( 1 for radar 1 for in sight ) which should be used with this aswell and just brings up problems because Pol is currently using only that in sight check.

I will continue look into this as soon as I have time.

Re: High Seas and Boat smooth movement

Posted: Mon Sep 10, 2012 7:44 am
by Pachacuti
Just a question, are these changes you mentioned all core-changes?

Re: High Seas and Boat smooth movement

Posted: Tue May 07, 2013 7:42 am
by atreiu
seems like news==false :-|

Re: High Seas and Boat smooth movement

Posted: Sun Jun 02, 2013 6:39 am
by RusseL
Hi. I use now client 7.0.18.0 2d and i wanna try smooth movement.
How? :)

Re: High Seas and Boat smooth movement

Posted: Tue Jul 29, 2014 11:02 pm
by Joey
any news about it ?

Re: High Seas and Boat smooth movement

Posted: Wed Jul 30, 2014 5:14 am
by Xeno
Joey wrote:any news about it ?
Added: Boat Smooth move for clients which support it ( HSA+ )
Added: boat.em flags ( These flags are ignored for boat movements sent to old than HSA clients )
const BOAT_SPEED_ONE_TILE := 1;
const BOAT_SPEED_SLOW := 2;
const BOAT_SPEED_MEDIUM := 3;
const BOAT_SPEED_FAST := 4;
Changed: boat.em functions
MoveBoat( boat, facing ) to MoveBoat( boat, facing, speed := BOAT_SPEED_ONE_TILE )
MoveBoatRelative( boat, direction ) to MoveBoatRelative( boat, direction, speed := BOAT_SPEED_ONE_TILE )
Note: The same functions are used to move boats for older and never clients, older clients ignore the speed parameter, but the speed paramter is required for smooth move.
The clientversions are checked in core to determine what type of boat movement will be sent