Dancer Archive
Thread: TC Version 0.116143 Dancer Bug Thread
PoetDancer
Tue Mar 15, 2005 6:32 pm
#27
Thank you for helping me understand, and it sounds like a rather large technical quandry. Personally, mixing is useful for travelling, as well as to make the best use of our dance animations with broken idle dance components. What I saw on Test Centre today was absolutely stunning, as far as the flourishes. If we cannot fix the idle animations, to me the next best thing is to at least have the flourishes until the animation problem for the idle component is solved. But ultimately, we need to create some system whereby the movements are fluid.
The "programmed routine" system soundsexcellent in theory, and something that really sounds interesting. But how will it play out in practice when the hustle and bustle of the live cantina comes upon us? The good aspect of the system now is that it allows us great versatility to react to changing cantina conditions on the fly: buffing, nursing our action bars, performing in groups, etc. That will be lost when we are locked in to set routines that we cannot change on the fly as easily.
The second option is basically what we are doing now in many cases. I tend to select /flos out of stationary dances like the exotics, the basics, the rythymics, the populars,and the poplocks, and time my changedance in such a way as to make the transition as smooth as possible. Textbook Sultrina technique. But then again, I know very well that I cannot trust my visuals as I see them. The results, I am convinced, are less than perfect. I take comfort in the fact that most of the /flos are long enough that the buggy transitional phase is minimal. But I don't know, if I understand correctly, how even the method of calling all /flos for all dances will have any real positive visual difference from what we do now already in many cases.
I also agree that the "idle animation finish" alternative would work as well. However, as mentioned before, this brings up problems concerning synchronization, and changing dances. The good aspect about the system now is that it places all dancers in synchronization upon a valid /bandflo, and it allows us to /changedance individually on the fly. That will be lost, or at least be less intuitive and straightforward.
And yet, if the animations do not display correctly, the heart of this class is removed. Any solution seems to have some drawbacks when compared to our current play, but above all, it is my opinion that we need to have the animations correct for this class to operate correctly. It is my hope that the developers will create an alternative that solves the problem in a way that preserves as much ofthe versatility we are accustomed to having now.
Message Edited by PoetDancer on 03-15-2005 07:41 PM
Coreena
Tue Mar 15, 2005 7:54 pm
#28
ChiiTWINS wrote:
I think the problem is that we're not so much pissed over something that's been broken STILL being broken... we're pissed because they're giving us MORE broken things to play with.
Personally, I don't want any frellin' new dances if they can't be arsed to ship them properly.
Usually don't do this, but:
Q.F.E.
Shaizann
Tue Mar 15, 2005 8:56 pm
#29
The whole player position prediction issue is not unique to SWG. I also play PlanetSide (SOE's MMOFPS) and in that game if a player is moving too fast the server will loose track of them. What happens is if two players are coming at each other guns blazing (this, of course, happens constantly) and the attacker advancing on a defenderjumps to avoid incoming fire you get a 'warp effect' on the defenders screen. On the defender's screen it looks like the attacker jumps and just keeps going up through the celing (if indoors) and effectively disappears. On the attacker's end, he has jumped up past the defender and usually winds up behind a guy who is pointing his weapon upward tracking a target that is no longer there. Then, of course, the attacker blasts the defender into the next life because the defender had no way of aiming at the right target. By the time the server and client scynch up on the attacker's position, it's too late for the defender.
The PS devs worked for months to fix this, and finally wound up having to compromise by putting a speed limit of sorts on players. Such that they would not (in most cases) move faster than the server could keep track of them. The warping still happens, but not as much, particularly on the Z-Axis. The fix really annoyed some players, because it slowed down the game, and alot of Shooter fans love a fast game.
Aleyo
Tue Mar 15, 2005 9:09 pm
#30
Tiggs wrote:Publish 0.116755Profession - Dancer
- Remotely viewed dancing will no longer be interrupted with walks and stutters of the character trying to reach a new position
Hey you dancers! Looks like it's time to party
Panthu
Tue Mar 15, 2005 9:13 pm
#31
Aleyo wrote:
Tiggs wrote:
Publish 0.116755
Profession - Dancer
- Remotely viewed dancing will no longer be interrupted with walks and stutters of the character trying to reach a new position
Hey you dancers! Looks like it's time to party.
What?!? What?!?What?!?
ChiiTWINS
Tue Mar 15, 2005 9:25 pm
#32
I love y'all, really do, but I've taken now to putting partying on hold until the guests are present, if you take my meaning. 
Shaizann
Tue Mar 15, 2005 9:27 pm
#33
I.....I promised myself I would'nt cry....
*sniff*
Message Edited by Shaizann on 03-15-2005 08:28 PM
LeBob
Tue Mar 15, 2005 10:09 pm
#34
Panthu wrote:
Aleyo wrote:
Hey you dancers! Looks like it's time to party
Tiggs wrote:
Publish 0.116755
Profession - Dancer
- Remotely viewed dancing will no longer be interrupted with walks and stutters of the character trying to reach a new position
.
What?!? What?!?What?!?
This calls for a special emoticon!
*knocks on wood*
Message Edited by LeBob on 03-15-2005 11:10 PM
KMZ
Wed Mar 16, 2005 12:38 am
#38
OH MY GOD! When is the earth going to crack apart and start spouting demons. It is obviously the Apocalyps, or Ragnarok, which ever you wish to call it. The world will be ending momentarily. I hope you all enjoyed the ride. Have a nice oblivion.
(Grammar edit ^_^)
(Grammar edit ^_^)
Message Edited by KMZ on 03-16-2005 02:40 AM
Etdentarie
Wed Mar 16, 2005 12:48 am
#39
I think it is offically time for the...
HAPPY DANCE!!!! (who's basedance now shows properly
)
HAPPY DANCE!!!! (who's basedance now shows properly