Yes, Ti -> SoF -> SoD
You wouldn't see the messages like an SoF+ would, as it will only report your packets back..though, I guess, you could add
some code to monitor other client updates... Ti- still sends them..just not methodically.
I suspect that this bouncing will occur anywhere there is a zone object that is not calculated into the terrain map, and the
z-axis is of the object is higher than the map's best-z..or something like that... (texels are not my forte...)
Falling interrupts animations client-side since it needs to 'animate' the fall.
Since it only affects clients, this is the only thing that popped into my head from that previous dev conversation...
EDIT: I was thinking about this whilst I was out smoking... If you want to try fixing this, you're more than welcome to take
a shot at it. Otherwise, I may take another look.
I was thinking of finding the size of the incoming 'no-movement' position update packets and shunting those packets
to see if the bouncing stops.
I 'think' there is also an issue with npcs showing as in-the-ground with this problem..so, it might take more than
shunting unused packets. (npcs, maybe..at least my bots appeared to be in the floor in Katta Castellum shops)
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Uleat of Bertoxxulous
Compilin' Dirty
Last edited by Uleat; 08-14-2014 at 08:37 PM..
Reason: afterthough
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