Welcome to Emps-World!

Register now to gain access to all of our forum features. Once registered and logged in, you will be able to create topics, post replies, send private messages, manage your profile, chat with other players in the shoutbox and much more. Once you sign in, this message will disappear.



Pages: 1
0 Members and 1 Guest are viewing this topic.

Offline Freestuffyay

  • *
  • 2335
  • Liked: 1267 times
  • +0/-0
  • ಠ_ಠ
pathing?
« on: December 06, 2015, 09:09:07 pm »
I don't think this is intended

the darkest nights make the brightest stars



#7 200M Magic
#13 200M Strength

Online Thomy

  • *
  • 3574
  • Liked: 3355 times
  • +5/-0
Re: pathing?
« Reply #1 on: December 06, 2015, 09:14:22 pm »
Sounds odd now, but the current system can work like that, yes.

Offline Freestuffyay

  • *
  • 2335
  • Liked: 1267 times
  • +0/-0
  • ಠ_ಠ
Re: pathing?
« Reply #2 on: December 06, 2015, 09:27:04 pm »
Sounds odd now, but the current system can work like that, yes.
Walking backwards and through a tree seems a bit broken

the darkest nights make the brightest stars



#7 200M Magic
#13 200M Strength

Online Thomy

  • *
  • 3574
  • Liked: 3355 times
  • +5/-0
Re: pathing?
« Reply #3 on: December 06, 2015, 10:10:28 pm »
Sounds odd now, but the current system can work like that, yes.
Walking backwards and through a tree seems a bit broken

It has to do with the client-sided walking queue calculation interrupting the server's follow pathing. The character is a step further when the cient's path arrives and thus the server needs to connect the vertex back in order to preserve walking consistency. The alternative would be discarding the walking queue, which isn't a possibility really. You can avoid the scenario by only clicking your opponent once.

The issue can only be fixed by reworking the walking system.
Pages: 1