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Messages - Chakra

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Community Discussion / Re: Sheep Tag Remake - Technical Discussion
« on: March 01, 2017, 06:04:53 am »
UNET looks good. Are you using any physics? That'd complicate matters a lot as physics are generally not deterministic (Unity's is not); there are ways to get around it, just involves some safe desyncing. WC3 has no physics. You could also, possibly implement your own deterministic physics engine, but they are hard.

Content Creation
Ideally I'd love everything to be modifiable. :P That of course necessitates open source on the client end. Short of that, moving the game logic into the mod, like what WC3 does, gives a lot of power. This basically means the core classes, like entities, pathfinding, movement, networking etc., are protected but anything that controls the real "flow" of it is not. WC3 actually kind of did it hacky and basically hardcoded melee and put in a trigger that says "I'm melee!"

Community Discussion / Re: Sheep Tag Remake - Technical Discussion
« on: February 28, 2017, 01:00:24 am »
Woo, the important bits!

Path finding
I would stick to using Unity's NavMesh. It's top-notch. A navmesh actually allows free-form pathfinding, unlike WC3's grid-based system. This means it'd 100% support buildings that aren't fixed to a grid. I'd advise against this for Sheep Tag, though, lol. NavMeshes are slower at grid-based movement, but as long as they have space-local optimizations it shouldn't hit any problems for a game the scale of Sheep Tag (or even a hundred times larger).

Networking is a VERY big thing to think about because it stretches from the very low-level to the very high-level. At the low-level you have considerations of where entities are and what they are doing. In the middle-level you have player actions/events. At the high-level you have game state logic (such as start playing, cancel, modes, etc). I am entirely in the dark on how Unity's base networking system works.

Here are some major considerations on a networking architecture:
  • Is networking event-driven or poll-driven? It's somewhat a spectrum. A pure event-driven system would mean ONLY player-events are broadcaster across the network. Theoretically every client should be able to run the exact same game (or replay) with just events. A poll-driven system would include constantly updating state. An event-driven system is generally easier on traffic but there is a lot more work in making sure everything stays in sync. A poll-driven system really sucks with long latency/bad internet (ever play a game where your units constantly jitter?).
  • Is there a server? Mostly a dumb question in today's world. Generally the answer is yes. The alternative is clients directly communicating with each other. Either you'd need port forwarding or a STUN-type model, which is never fun.
  • Is the server an authority and how much authority does it have? Basically, can we trust what the server tells us? For an entirely event-driven networking system the point is moot.
  • Does the server have memory? This is slightly related to the next consideration, but is also somewhat independent. If networking is event based, new clients could theoretically catch up from the events alone (a lot easier if you also have "key-frames").
  • Is the server dumb or smart? A smart server essentially runs the game itself while a dumb server is simply a relay to other players. A dumb server mostly only works if it's event-based due to the issue of trust. But even an event-based system could benefit from a smart server. A smart server, for example, can relay "pseudo" events/state and thus hide things from specific players (GOODBYE MAPHACKERS).
  • Is there prediction? Prediction can drastically lower the appearance of latency, especially if players/servers cheat a little (i.e., player orders a unit to move and if no events had occurred in the previous n milliseconds, record the event of taking place a tiny bit in the past). The trade-offs are generally entirely in the pro column beyond just the work to do it. WC3 has no prediction while every modern FPS does.

Content Creation
So game-logic is going to be hard-coded? A lot easier, of course, but limiting. :P Custom terrains are pretty easy to get working, however. A custom terrain simply stores heights, cliffs, tiles, and objects.

Community Discussion / Re: ~@~ ATTENTION ALL SHEEPTAGGERS ~@~
« on: June 10, 2016, 08:08:18 am »
As someone who never plays I can tell you everyone has been complaining about Polar abusing forever and how CMK just lets it happen. Jean is also complained about.

Community Discussion / Re: Hello!
« on: April 28, 2016, 08:05:27 pm »

Learn by modification of something that actually interests you. I learned progressively by making making maps in SC1/WC3, scripting plugins for bots, modifying bots, making websites, and doing statistics/visualizations.

Community Discussion / Re: Dota 2 Custom gaming
« on: January 12, 2016, 07:51:17 pm »
Wolf attack speed should be the same as it was in 7.7.4
Both attack speed and back-swing animation delay matter. I think the back-speed is something like 300ms.

Also if the sheep isn't within 185 units from the shepherd when the attack lands it will miss.
That seems like a random number. It's either 192 or 224 in WC3 (check range motion buffer, which I think is added to the range to determine how far the unit can be when the attack lands).

How fast should the illusion move? It currently moves at 500 units per second. I wasn't sure of the mechanics for the illusion so as long as the terrain is blocked it will continue to move forward until it finds a spot or 10 seconds. Should it not go uphill?
You can check the speed in WC3. It'd be listed under the ability. The mechanics for imaging is relatively complicated. First, it scans the area from origin for a viable area to place the unit, up to a max of like 7.5 farms (scanning in a spiral grid). Then it checks if the area is the same level as the source. If it isn't, it then scans from there up to a max of 5.5 farms for a viable area of the same level. Illusions can only land up hills if a space becomes occupied while the image is trying to be placed. The Bulldog map that makes testing image physics relatively simple (the one with the long hill jump).

I don't exactly remember all of these numbers and don't have WC3 installed anymore. But they should all be verifiable.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 18, 2015, 07:21:14 pm »
Jumping isn't perfect
If you're interested, I've investigated most ST mechanics along with Drew to figure out exactly how things work, such as complex mirroring behaviors, jumping, missing, etc. Obviously the map doesn't have to be the exact same, though.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 16, 2015, 08:16:27 pm »
I 100% agree with Basis that the pen is a fundamental flaw to Sheep Tag and I have long argued such (and thus was one of the major reasons I preferred "Survival" mode on Bulldog over normal ST). I am not alone. Here's a thread from two years ago where Hawkys was trying to implement the same system as Basis. Here's another where Beer suggested removing saving on Shoop's behalf. I've also discussed the idea with Drew, but I'd need to reload my logs and don't want to bother. I seem to recall the idea popping up many, many times.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 16, 2015, 06:08:19 am »
Yes, auto attacking. I'd aim for an even better system than WC3's, which had some notorious issues (which are debatable). I believe if I press "s" or attack-move anywhere, the wolf/shepherd should ALWAYS target a sheep if it's within a few units of distance (say the units visibility range). But then again, I haven't played ST or an RTS in years, so my coordination is quite low. :P

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 16, 2015, 02:55:41 am »
Madhatters is referring to, if in WC3, the ability to cancel a current build order by simply issuing another. In WC3 you can place this overwriting order in the same spot or partially on top of the old one. In SC2 you get an error stating that you can't place the building there even though it's only being blocked by a planned structure and not an existing one.

Community Discussion / Re: Sheep Tag Rivals on Starcraft II
« on: December 15, 2015, 08:47:39 pm »
Well, the biggest improvement would be autoing working.

Sheep Tag was on a path to death for a long time. Blaming individuals is ridiculous. Most people abandoned ship long ago because of the overall toxic community and stale game. And instead of moving to a more viable platform, the entire community wanted to stick to WC3, which has been on its own death path for a decade.

General Discussion / Re: The Last of Them
« on: May 11, 2015, 07:14:25 pm »
I find it quite amazing you consider Grim to be a legend of old. I don't know enough to comment about Enstek.

Community Discussion / Re: Dota 2 Custom gaming
« on: April 21, 2015, 01:40:16 am »
Beer has the most up-to-date versions. Site has a max attachment size of 512KB, so I've uploaded the files to ChatCraft.

Community Discussion / Re: Anyone playing?
« on: February 05, 2015, 06:48:55 am »
To switch servers:
  • Open WarCraft
  • Next to the Battle.net button, click the magnifying glass
  • Select Northrend (Europe)

To go to a StH's channel just type "Clan StH" as the channel name. Likewise for Behh, etc.

General Discussion / Re: Yo waddap?!
« on: January 30, 2015, 10:04:29 pm »
No, lol. It's a lawless land around these parts. Sidey controls the forum, but I don't think he really moderates (it doesn't seem to be required).

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