Dancer Archive

Thread: Broken Base Dances

Xyrdre
Sun Nov 07, 2004 8:40 am
#1



Okay, maybe I could get some help from the technical geniuses we have around here.


I was thinking about ourbest guessesregarding why the base dances of Formal, Lyrical and Theatrical don't display tootherscorrectly... discrepencies between where the client and server think our characters should be displayed, as I understand it. But... if this is the case, shouldn't traveling flos have exactly the same effect?


What is the difference between the base dances traveling halfway across a room, and a flo traveling halfway across a room? They're both animation clips, but we're thinking that one (the base) can'tbe displayed correctly if it changes world position too much, but a flo changing worldposition too muchdoesn't have the same problem?If it was just problems between client/server agreeing with where to display us, shouldn't traveling flos be twitchy and broken too?


If I understand this right, a base dance is a loopinganimation clip, and will continue to display unless overridden by a flo animation clip (or a /stopd or /changedcommand, of course). When a flo animation clip displays, it does not arrest the playback of theunderlying looping base, but rather takes a higher display priority, much likethe wayan upper video layer in video editing/compositing software behaves, showing whatever is the top layer on screen, though there may be lower layers still active and playing. Are we thinking that there's something inherent in the looping part of the base clip that is different for character world position display than a clip that is not set to inherently loop? That seems weird... and a bit counterintuitive.


Or is my understanding of our best theory flawed? Did I miss something in the explanation of the theory?


Help! I hafta know!






Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Esharra
Sun Nov 07, 2004 8:54 am
#2

interruptible vs uninterruptible animations

(hang on..hang on..have to fix a computer here)


*placeholder*



Esharra ěsh-äŕ-rä, noun
1. Entertainer
2. Bounty Hunter
3. Smuggler

"One man's oddity is another man's routine." -Bertos Goodner (a dancer)


Xyrdre
Sun Nov 07, 2004 9:10 am
#3



Yes, but as I understood things, base dances aren't actually being interrupted, only their display priority. They continue to play underneath the flo animations on their own schedule... we've all seen that in the turny-dances like Rhythmic 2 when a flo that's a different length thana single,full occurance of thebase clip winds up snapping us to where the base happens to be at the end of the flo. That base dance is not being interrupted... it's just giving up primary display priority to a flourish animation.


Or... is there something coded to an 'interruptible' animation, even if it's not being interrupted? Or is my thinking way off on display priorities, and somehow the base clip is being "interrupted", but not... Look, if it was truly interrupted, shouldn't the repeating base clip restart at the beginning, or pick up againat the exactpoint in the animation where it was stopped,every time we end a flo? But this is clearly not the behavior... the base clip does not appear to be stopping, but playing unabated underneath. Doing flos of differing lengths reveals this pretty clearly. Unless I've been imagining it. Could be... sometimes I think I never have enough coffee...


Unless... that's all wrong, and there's something else going on that we don't know about.


Gah! Still hafta know!






Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Esharra
Sun Nov 07, 2004 9:32 am
#4






Xyrdre wrote:



... sometimes I think I never have enough coffee...





Sensible woman.


The problem is in how the server tries to sync avatar location with the client during "interruptible" animations. But yes..interruptible animations give up display priority to avatar location syncing..not truly interrupted.."interruptible"/"uninterrutible" being just the labels placed on them.


(there is a man in the chair next to me who is trying to replace a CPU on his own..this is soototally wrong for a Sunday morning..I'll be back later)





Esharra ěsh-äŕ-rä, noun
1. Entertainer
2. Bounty Hunter
3. Smuggler

"One man's oddity is another man's routine." -Bertos Goodner (a dancer)


Shivash
Sun Nov 07, 2004 9:51 am
#5

It could be that for the preset flo's you trigger a preset animation - so the clients get play flox now. Thus they take the position they have for the client, play the flo locally, then return to the base dance which is constantly updated over the net. Thus the base dance is constantly relying on the network for positional updates whereas the flo animation just relies on the start co-ords. Thus the flo displays correctly, the base dance doesn't.



-------------------- Zaraf and Katier Rax - CAKE Live entertainment guild, Starsider --------------------

::Eicio Rax:: TC - Artisan, 11pt Chef, SW ::Sumal Rax:: TC - TKA, Doc.
::Majesteux Rax:: TC - Musician/Swordswoman ::Katier Rax:: TC - "Blueberry Entertainer"
::.Dom'ic Rax:: TC - Pistol Wizard
Kareanne
Sun Nov 07, 2004 10:10 am
#6

I am completely ignorant of computer programming and coding etc., but why couldn't the base dance be an "uniterruptible" flo that repeats itself as long as there isn't another flo in que? That may let us string together flos one after the other if it worked that way. You would have to wait for the base dance flo to complete itself before your next flos, but it would be visible to others at least. For those that really hate the base dances, maybe it could be coded to just default to repeating the last flo you used. The base dances could just become flo #9.
Xyrdre
Sun Nov 07, 2004 10:34 am
#7



Or, if the base dance, rather than being tracked constantly across the network, needed only a start location when coming out of a flo...


So, if instead of the sublooping that isn't really helping anything (and instead, hurts things when we snap back out of flos on the turny-dances), if the base dance just restarted from it's start position each time we ended a flo,and the network wouldn't have to track anything beyond the start coordinates, we'd be all good?Or, would restarting at the start position never synch up right, and we'd have these delays where we just stood there looking dumbfounded for a moment, without a smooth transition from flo end to base start?


Or, the devs already know how to fix this, but just haven't yet? If so.... hey! Wake up, now!






Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Ravanne_Esi
Sun Nov 07, 2004 11:34 am
#8

It really comes down to two factors. Poor programming/design and super low priority on the developers part. Let's face it, we're the "girlfriend" profession and as long as what we see on our screen looks good to us they couldn't care less what anyone else is seeing. Dancing is considered something to keep us happy while the menfolk go off and do the important work.

I mean no offense to the many fine men dancers in this game but it is obvious from the dances themself and the dancer clothes that are available that they never thought that a man would want to be a dancer.




Ravanne Esi
Master Dancer, Master Entertainer, Master Musician
Ragin' Rancor Enterprises
New Hope, Naboo
-

Seta_san
Sun Nov 07, 2004 12:03 pm
#9

I think I've come up with a solution, well, an idea which hopefully the devs can turn into a solution. Just to let you know, I've been known to over complicate simple solutions IRL (and as you will see, I will repeat myself on many occasions) but I'll do my best to make this understandable.

To me, the reason that some of the base dances are broken is because there is movement in them and the server has to update our location constantly. Dances such as the exotics do not have this problem as they stay on the same spot. It has also been noted that some of our flos move us around the dance floor but still display properly. The explaination for this is that they can not be interupted and the server will always know where we will be. So, because the base dances have to be interuptable, the server needs to be able to update our postition constantly.

There is an exception to the above rules though. Our flos CAN be interupted. If we /changed during a flo, we will change dances there and then, and be doing the action of the corresponding flo.

For example:

/startd theatrical (Base dance is broken)
/flourish 5 (Flo 5 features lots of small leaps and large strides)
But during the flo (at the furthest part of the inital leaps) I decide to...
/changed exotic3.... What happens next....

At this point, my character will stop leaping and start doing the jiggly flo 5 from exotic3. I'm am also now standing in a different location and dancing which means the server has calculated where I am.

Now, if we are able to /changed during flos and still have themn display properly, why couldn't the base dances use an extension of this? I'm not saying that we should should be given the base dances as actual flos, but the devs should be able to change the code ever so slightly that this would be able to work.

I may be wrong here, but this is how I see it.



Leyna Jii - Master Dancer/Swashbuckler/Shiny Sword and Cute Dress Junkie - FarStar
Seta-san - Master Rifleman/Master Pikeman/In hibernation until the combat balance - Chilastra

Esharra
Sun Nov 07, 2004 4:13 pm
#10









Seta_san wrote:
There is an exception to the above rules though. Our flos CAN be interupted. If we /changed during a flo, we will change dances there and then, and be doing the action of the corresponding flo.




Actually what you experience when changing dances in the middle of a flo is that the flourish changes from (as in your example) flo 5 of the first dance to flo 5 of the next dance. Using this technique to transition from one dance to another can look fantastic (or awful..depending on which flos you choose ).


The difference is that what we see is a graphical representation of the animation code. That graphical representation changes when we change dances. But the coded animation doesn't. (I realize it is a stretch to understand why it doesn't change even though it appears differently to us).


To change the base dances to be as "uninterruptible" (/agree..that is not the most appropriate term but seems to be the label that's been placed on it) as the flo animations would limit when a flo could begin (regardless of when we call it). Ie: if the base dances were uninterruptible, a flo could only begin at the end of a cycle of the base dance (of course break intervals could be coded in, but the more of that you have, the more anomolies we'll have to complain about). This could be done with queuing but I think we'd all be bored to tears withthe end resultrather quickly.


When the devs speak of "problems in our base code" I think this is what they're talking about. Not that there is a problem in the code of the base dances. But there is a discrepency with how the server-side code handles our movement and how movement could be handled to look best in most given situations. What I can see them doing to correct this would in essence create a 3rd type of animation handling. In this instance maybe our base dances could be handled as interruptible animations that did not alwaysparticipate in theavatar location syncing in the game world between server & client. This would definitely take a re-write of our code from the ground up.


I canhonestly cut them huge amounts ofslack on this as it issome pretty complex stuff. Was it designed badly in the first place? No..I think it would be more appropriate to say that it was designed as best it could be, even with attempting to anticipate events that had not occurred.This level of complexity of movement has not beencoded in a game before. We're traveling a road with no maps. But I believe the devs are sincere in wanting it to work.

Message Edited by Esharra on 11-07-2004 08:59 PM



Esharra ěsh-äŕ-rä, noun
1. Entertainer
2. Bounty Hunter
3. Smuggler

"One man's oddity is another man's routine." -Bertos Goodner (a dancer)


Seta_san
Sun Nov 07, 2004 5:05 pm
#11



Esharra wrote:

*Snip*





/agree

I was talking to a friend of mine about the this, and we came to the conclusion that my suggestion would probably cause more syncing problems despite having a viewable base dance. Oh well, can't win them all

I do agree that we have to cut the devs some slack though. No other game that I can think of has ever tried to implement a class like this (no bard comparisons please ). And I seriously doubt that after all the effort that has been put into this class so far, that the devs will just turn their backs on us. Our time will come, we'll just have to grin and bare it for a while longer.



Leyna Jii - Master Dancer/Swashbuckler/Shiny Sword and Cute Dress Junkie - FarStar
Seta-san - Master Rifleman/Master Pikeman/In hibernation until the combat balance - Chilastra

Esharra
Sun Nov 07, 2004 5:22 pm
#12


I just wish we ranked as high a priority as some other professions. If/when it happens..I hope there are still some of us around to see it.

Message Edited by Esharra on 11-07-2004 08:57 PM



Esharra ěsh-äŕ-rä, noun
1. Entertainer
2. Bounty Hunter
3. Smuggler

"One man's oddity is another man's routine." -Bertos Goodner (a dancer)


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