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  #1  
Old 06-13-2008, 04:14 AM
Mitzrugi
Fire Beetle
 
Join Date: Jun 2008
Location: Kentucky
Posts: 5
Default falling damage while swimming

I searched for a fix to this for a long time with no luck. If I missed it somewhere feel free to delete move etc. this post. On my LAN server if you swim against the bottom you receive damage as if you fell some distance.

I was thinking that since we have this beautiful water detection code that something could be done about this. Any input would be appreciated

~Mitzrugi~
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  #2  
Old 06-14-2008, 11:08 AM
greggg230
Fire Beetle
 
Join Date: Jun 2008
Location: Vegas
Posts: 17
Default

It might be something client-side, because this happened occasionally on live.
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  #3  
Old 06-14-2008, 03:18 PM
xxarthurxx
Hill Giant
 
Join Date: Jun 2006
Location: San Jo, Cali
Posts: 180
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i would think that it would be a problem with the specific area. does this happen in all water or just certain zones ect?
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  #4  
Old 06-14-2008, 04:53 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
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Environmental damage is entirely client side, so there is nothing we can do. The client determines how much damage the player takes, and where in the world they should be hit. All the server does in this case is subtracts the damage from the player. In your case, taking damage under water is very common, and I certainly remember doing it on Live as well.
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  #5  
Old 06-14-2008, 05:05 PM
Mitzrugi
Fire Beetle
 
Join Date: Jun 2008
Location: Kentucky
Posts: 5
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Oh I see. I didn't know it was client side. but it does happen much more than i remember in live. I actually insta-killed my newbie while after the sword in the tutorial. Once it reloaded i saw a spam of repeated hits as if i fell over and over. I was hoping it was server side so some kind of "if water detected activate safefall" (sorry i have no clue when it comes to C++) could be writen. well it sucks that this can't be fixed but thank you for all of your replys!

~Mitzrugi~
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  #6  
Old 06-14-2008, 05:24 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by Mitzrugi View Post
Oh I see. I didn't know it was client side. but it does happen much more than i remember in live. I actually insta-killed my newbie while after the sword in the tutorial. Once it reloaded i saw a spam of repeated hits as if i fell over and over. I was hoping it was server side so some kind of "if water detected activate safefall" (sorry i have no clue when it comes to C++) could be writen. well it sucks that this can't be fixed but thank you for all of your replys!~Mitzrugi~
I had a look at this after your initial post and was able to reproduce it by swimming into the lake bed in Lake Rathe. While it does seem that the Client sends the Environmental Damage packets to the server (and produces the messages about non-melee damage), it should be possible for the server to do a check if you are in water and ignore the damage (just as it does if you have GM mode on).

EDIT: Although TutorialB is an EQG zone which we can't currently produce water maps for, so it won't help in that case :(
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  #7  
Old 06-14-2008, 05:28 PM
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cavedude
The PEQ Dude
 
Join Date: Apr 2003
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Posts: 1,988
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I was thinking along the same lines myself, Derision. But, even in that case you'll still get the damage spam as that is generated by the client. Also, that would block all environmental damage in water, even from legitimate sources.
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  #8  
Old 06-14-2008, 06:28 PM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
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We can tell the diff between falling damage and other env. damage types but there would be no way to get around the client producing the messages.
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