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Calculating Height, Z axis
Discussion on Calculating Height, Z axis within the Kal Online forum part of the MMORPGs category.
05/23/2010, 16:22
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#1
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Calculating Height, Z axis
Yo yo,
Any of you got experiences with implementing correct moving system in Kal by packets?
What is the best way to calculate it correctly?
I am doing like that.
Calculating step in X axis and Y axis. Then calculate Z step like that.
Code:
MoveZ = CurrentPlayerZ - GetHeight(CurrentPlayerX+MoveX, CurrentPlayerY+MoveY);
Ofcourse its not complete thinking as every step must be reversed by multiplying it by -1. Calculated CoordZ must be multiplyed by 10.
Given X and Y arguments to GetHeight must be also prepared.
It does not mattter.
This system works fine, but sometimes when there are steep climbs it goes little underground then after that little over.
Like the mountain its little faster than it really is.
Hope you can help  .
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05/23/2010, 19:12
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#2
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Quote:
This system works fine, but sometimes when there are steep climbs it goes little underground then after that little over.
Like the mountain its little faster than it really is.
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maybe you send too much Zcoord at once? i mean e.g. movepacket(10,10,90) or sth like that?^^
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05/23/2010, 19:19
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#3
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I thin (10,10,90) don't work Oo ,max in plus is ~45 and in minus ~(256-45)
never tried to count z-coordinate,is GetHeight a function from Kal?can you post your complete z calculation?
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05/23/2010, 20:32
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#4
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Baka allready did it if I'm not mistaken :>
Check kalhack11
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05/23/2010, 22:59
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#5
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yes bakabugs heightdetour works perfect @Xorg it stucks on places with hills because the hills go to high, u need to calculate it by urself or search nice place
dont know how to explain it exactly because my english sucks,
if the Z to high for walks from the detour lets say 80 then half it and send z+=40 , z+=40.
is the hill at X = 500
make in your search that he search under it (MobX < 500)
that he not try to go over the hill =/
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05/24/2010, 00:04
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#6
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Quote:
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maybe you send too much Zcoord at once? i mean e.g. movepacket(10,10,90) or sth like that?^^
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I've got protection for x,y max is 44 (absolute) and z must be between -128,127 (signed char). Till one of the condition fail the x,y will be divided by 2 and Z height will be calculated again.
Quote:
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is GetHeight a function from Kal?
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You can calculate it on your own (kal maps) or use kal function like I did.
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u need to calculate it by urself or search nice place
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I am enjoying writing working ****, so its not good way for me
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u need to calculate it by urself
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What do you mean saying that?
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05/24/2010, 00:11
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#7
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calculate z at your own if u run on a steep hill
i mean the heightdetour says to u , u need to go 150 Z now but its to steep,
calculate it 150 / 2 or so that u send 2 times Z not one time 150 because he cant go 150 dont know how to explain it better^^
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05/24/2010, 02:09
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#8
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meak just said what i tried to say, too.
So. Heighdetour tells you "you have to go 100 z up"
so you have to divide it into parts. -> go x,y,and maybe 30% of Z, then just send 2 more packets for Z -> 40 and 30 (just an example).
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05/24/2010, 09:04
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#9
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btw, there is a bot function in kal, works nearly perfect ;P
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05/24/2010, 09:57
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#10
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Quote:
Originally Posted by Xorg
I've got protection for x,y max is 44 (absolute) and z must be between -128,127 (signed char)
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You just need the same protection for z
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05/24/2010, 12:45
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#11
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Quote:
Originally Posted by MoepMeep
btw, there is a bot function in kal, works nearly perfect ;P
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AUTO_BATTLE... is left in engine but dont work about the system.ini again, right? =P
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05/24/2010, 14:05
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#12
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Quote:
Originally Posted by rolubo
You just need the same protection for z
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Nope, why? The Z is not somehow limited. You can move from -128 to 127 easily.
For example for x the 45+ will not work, till 256-44.
For z it all works fine.
Found the problem.
The problem is speed of moving. It must be calculated with the same speed as animation (3d character model move). If too fast the character model stay in back, but in real (packet coords) its much more forward. The Z value change the position of the model instant, so its just eating grass or flying  .
Still the question is why kal does calculate range (in code) in 3 axis (X,Y,Z) when only (X,Y) determines the speed of moving and its constance for every move.
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05/24/2010, 14:10
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#13
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Quote:
Originally Posted by meak1
AUTO_BATTLE... is left in engine but dont work about the system.ini again, right? =P
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not sure, I'm not playing kal anymore
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05/24/2010, 15:32
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#14
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It works perfect now.
Anyone implemented avoiding object system?
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05/24/2010, 15:51
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#15
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Calculate via OPL files.
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