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#26 (permalink) |
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Forum Expert
Join Date: Nov 2003
Location: Illinois, USA
Age: 22
Posts: 2,911
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Would it be possible to use the packet throttling only for clients that dont have this speedboost ability or spell or whatnot?
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Useful links (Use them or die in a fire!!!): Ultimate Little Guide, C# Tutorials & Docs, RunUO Basic Scripts, Run UO How to..., Configure server for connections, Scripting for Dummies, Common Problem Solutions, FAQ Forum, RunUO Wiki, Basic Generics, Xml Tutorial |
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#27 (permalink) |
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ConnectUO Creator
Join Date: Jan 2004
Age: 28
Posts: 4,886
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possibly..
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Jeff Boulanger ConnectUO - Core Developer Want to help make ConnectUO better? Click here to submit your ideas/requests Use your talent to compete against other community members in RunUO hosted coding competitions If you know XNA (even if its just a little) or are a good artist(2d or 3d) and are interested in making games for a hobby send me a pm or drop by #xna in irc.runuo.com. I'm looking to put together a small game development team. Please do not pm me for support. If you are having issues please post in the appropriate forum. Thanks for your continued support of both ConnectUO and RunUO |
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#28 (permalink) | ||
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Forum Novice
Join Date: Dec 2005
Posts: 608
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Quote:
Quote:
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#29 (permalink) | |
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Forum Expert
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Now I just need to figure out the rest, make it so that the packet throttling will only be in use when the PlayerMobile is NOT using any type of spell, ability, or whatever to effect their speed. Yeh, they can speedhack for the duration of their spell I suppose, but that's a chance i'd say i'm willing to take. I was gonna make the abilities have a double-edged sword (as in, it'll hurt you at the cost of more speed, or remove all mana for more speed for a duration... something like that). I'm gonna go find the source code for a speedhack now. That seems like a good place for me to start on this beauty. Thanks to all of you for your help, again. Wish me luck ![]() Edit: I've discovered a few arguments through the "speedhack" topic... Argument #1: Speedhack in fact does not exist for UO, and is impossible to create. Argument #2: Speedhack simply increases the rate at which your computer processes your client, thus giving it less of a choppy effect. Argument #3a: Speedhack does exist... Argument #3b: Speedhack exists, and it can "make you FLY"... Argument #4: Speedhack once existed, but does not work anymore. Basically, what i'd be trying to do is remove the speed cap from the client completely without recoding the client... Or send a packet to the player to remove this little "block" or whatever... Something to make them faster than they should be!
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Last edited by IHaveRegistered; 03-07-2007 at 02:53 PM. |
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#30 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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I once accidentally created the most impressive seeming speed hack. It was when I was writing the LOS code. I would blast across the screen, zzzzzoooooooooom. Alas, this was just a client side effect. What was interesting about it was that with the right (i.e, wrong) response from the server, the client would lose sync and kind of do what it wanted. Was quite weird. For a while I was entertaining myself with the notion that I might provision admins with it to impress folks. Alas, no such luck.
C// |
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#31 (permalink) | |
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Forum Expert
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The idea was to simply increase their location... For instance, if they are moving North, their Y will increase by -1 every 1 second. Or their Y will increase by -1 every 0.5 seconds, depending on how fast they'll be enhanced. Only issue with this is... bye bye walking animation, it'll seem like choppy motion I think... I could always have them animate the walking motion after the action is over, or something like that to try and make it look smoother... I dunno, I'll make a mental note to screw around with it later. ![]() Still brainstorming ideas. The good part about this one is that I don't have to remove any anti-speedhack detectors and the such! So it'll still nab those nasty speed-hackateers ![]() Well, IHR out for now. ![]()
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#32 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Only issue with this is... bye bye walking animation, it'll seem like choppy motion I think...
Have them trail fire instead. ![]() I'm looking forward to the new client, to see what we can do with it. C// |
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#33 (permalink) | |
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Forum Expert
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Have two people log on... Then use [set direction south on one of them, then [m inc y 1 on that same person. It looks like they're walking, so as long as I have it increase the direction they're running maybe it wont destroy my animation graphics... If not, ohhh well. lol PS. I hope they gimme some new cool stuff in the new client! :P
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#34 (permalink) |
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Forum Expert
Join Date: Nov 2003
Location: Illinois, USA
Age: 22
Posts: 2,911
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I just thought of the perfect solution: make your own client
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__________________
Useful links (Use them or die in a fire!!!): Ultimate Little Guide, C# Tutorials & Docs, RunUO Basic Scripts, Run UO How to..., Configure server for connections, Scripting for Dummies, Common Problem Solutions, FAQ Forum, RunUO Wiki, Basic Generics, Xml Tutorial |
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#36 (permalink) |
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Forum Expert
Join Date: Nov 2005
Location: San Diego, CA
Posts: 1,824
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Art has been the great bugaboo of the (cheap, free, open) gaming community ever since about 1990 or so, back when games started needing "producers" to pull off all the things we see and hear. Any "client" that anyone builds can at best be something like PlayUO, where all the art is borrowed from some other, original client. Hardly a "new" client at all.
C// |
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