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Passable Terrain in sro?

Discussion on Passable Terrain in sro? within the Silkroad Online forum part of the Popular Games category.

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Old   #1
 
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Passable Terrain in sro?

Does anyone knows how silkroad "knows" where a char can walk on and where it cant (hills, walls...)
in the sremu project the server answers a walk-to-request only with a confirmation without a check. so i think it is client related, is it?

but where is it stored? in the a pk2-file?

any help would be nice
hack0r89 is offline  
Old 03/30/2009, 12:49   #2
 
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isnt there anyone out who knows this?
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Old 03/30/2009, 22:02   #3
 
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It's most likely server-sided.
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Old 03/30/2009, 22:04   #4
 
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Silkroad is a server-sided game, not even speedhack works.
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Old 03/31/2009, 13:16   #5
 
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i tried a few things
walking works like this:
client sends: walk to B (behind a wall)
server sends: char xyz is walking from A->B
-->all clients see the char walking (Point B is still behind a wall)
as soons as the char reaches the wall server sends: char xyz stuck at C
-->char not moving anymore

ok so far. but what do you think happens if i dont let the client receive the stuck packet?
i tried it and pulled the lan cable out of my computer as soon as the char started moving
and guess what happened: the char stopped right in front of the wall

so i assume: the client knows the terrain. and the server knows it too (no packet that the client stucked is send FROM the client) and tells it to other players

i found a folder "navmesh" inside the data.pk2
i thin this could be the terrain. but i dont know how to parse it
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Old 03/31/2009, 15:32   #6
 
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If you change the terrain information, it won't change the fact that your character will get stuck since the server knows that there's an obstacle.
Maybe it will look like you're able to walk through obstacles, but the server knows that you're stuck.
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Old 03/31/2009, 16:37   #7
 
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i dont want to change anything. i just want to read the terrain information
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Old 04/01/2009, 00:33   #8
 
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That should be possible. If you walk to an obstacle the character instantly stops in front of it so it must be stored somewhere in a pk2-file. Otherwise you would notice lag.
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Old 04/01/2009, 11:05   #9
 
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and this is what im looking for
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Old 04/06/2009, 20:15   #10
 
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i cant find anything related to this problem
it cant be so hard to read a file
how are these navmeshs stored?
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