HP regen - see-sawawing at level 1
Hello,
Another newb question. I rolled up a ranger and noticed that after I have taken some damage, while resting, my hitpoints go up then back down then up again then back down. Eventually, I get regened all the way up, but I am wondering if there is way to smooth out the hitpoint regen. Thanks for any help you all can provide. |
The client does HP regen itself as well. You can notice this behavior on live as well.
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It's possible in theory but basically no
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While you're right that this doesn't happen on live (unless maybe under some special circumstance such as affected by spells or racial modifiers), what Demonstar said still rings true.
EQEmu simply pushes an update to hp and mana every two seconds; This becomes an issue because the client and the server fight for different values at different intervals. I've heard of a couple people solving this problem. I've never seen it fixed personally. If you reverse engineered the client you could probably figure out when to properly push updates. And yeah, it sucks. It's the one thing I wish was fixed :) |
It happens on live. Not as much as eqemu, but it does happen. There is also other issues like not every client using the same formula. Which would make the issue worse when the server disagrees with the client.
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I noticed this a lot on live with mana regen.. its super annoying :p
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Weird! I leveled to 25 and I didn't notice it. I popped on again and it's still not happening to me.
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On live of course? :P
As for the second question, there's really no easy way to answer. I believe it's in your best interest to simply use the marquee (someone tell me this exists and that I'm not crazy.) If I recall someone (probably Akkadius) developed a tool that displays your vitals on-screen--much like a HUD. This will be accurate as it's coming from the server. |
Thanks so much for your help. I'll dig around in the code and see what's what. :)
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I have yet to be able to solve this for the innate mana/hp regen.
However, this problem can be some what serious when using damage of time spells on clients, especially large ones. The HP bounce will sometimes make you unconscious. To resolve it on Storm Haven, I run an SQL script on the spells_new table before exporting it which sets all damage over time spells to 1 damage. This resolves the bounce issue completely, since client side will think its only doing 1 damage and server sets it correctly. |
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For sure. What do you key off of or do you already have your list of spells? :)
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This is what I use. Its not the most elegant SQL but it works.
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-- Need to run on the copied spell table prior to updating file so that NPC cast dots don't cause HP bounce on clients. |
This is genius Kayen, I'm not really surprised cause its you, but we should streamline this into something usable by all, potentially the eqemu_update script, maybe build in import/export options into it with this in mind. Or build it into the binary we use for import/export already.
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Well continuing on this train what if we hid meditate and regenerative effects (Koadics/Regeneration) from the client? We could achieve near perfect synchronization on servers that don't utilize out of combat regen, right?
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Example Synchronization Video
(Could be tuned even more) If we hide meditation, out of combat regen and spell effects from the client, we can achieve near perfect synchronization. What is everyone's stance on this? We could add it as a rule. (And it would be insanely simple and quick to add) Downside is... you wouldn't be able to see meditate in the skill window I guess? |
After digging around in the code, I see the problem now. The client (in my case, Titanium) never tells the server how much resource it thinks the player should have. SO, the server can't possibly sync itself to the client regen.
Has anyone tried to build a client from scratch? :) |
The server shouldn't need to know how much the client thinks it has, in an ideal world they would tick at the same time :P (I think live actually does, no idea how :()
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Ticking at the same time doesn't matter as much if its ticking at the same rate. The problem is - how can we sync regen rate in our situation? I have no idea what the regen rate is in the client. Does it change over time? If I knew the formula for regen in the client, I would just use the same in the server and not send an update to the client. (I'm not sending updates now and the client regen is smooth as silk. It's just regening faster than the server does.)
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The method works the same on regens and mana regens as damage over time. As long as the server side spell table as the actual values. Just remember though messing with values in the client side spell file will cause spell descriptions to be off. Ie if you set regen to 1 instead of 100, it will display as 1 to the client. |
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Anyway, I won't push the matter further and just keep the changes local. Thanks a ton again for that, Kayen. :) |
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