lfempire: hi marti
Marti: hi
[...]
lfempire: http://www.lf-empire.de/forum/showthread.php?tid=283&page=4
Marti: wait. reading...
Silva is correct
it just recording the button pressed and the random number sequences
that means you need to use lf2.exe to playback the recording file
lfempire: ok, so what about the other questions?
Marti: which question? may you type the quesioner's name?
lfempire: sure
Poldy mentioned if you can do anything about the lag problem which is a big problem if you play LF2
Marti: I am not sure if the lagging problem is fixed...
I meant I have fixed a bug which may cause lagging problem
but I am not sure if it is the same problem as PODLy faced
the problem we fixed is like that....
LF2's screen width, height is 794 x 600 (or something like that)
the bug is that
LF2's window 's width height doesn't match 794 x 600
so there is a "resizing" of picture happens on every single frame
lfempire: hm, he ment that the gameplay through the internet is very slow... (confused now
)
Marti: we fixed the bug by making the window size same as the screen size
for internet, it cannot be fixed
lfempire: hm, ok, but to bad
Marti: hm.... there are 2 types of synchronization
1. synchronization by prediction and correction
2. synchronization frame by frame
for the first one, game will not be lagged
but the game is not accurated
for the second one (the one we are using), it is simple to implemented and guarantee all the thing happens on client/server are the same
it is impossible to change the synchronization method at this stage
lfempire: makes sense...
another question (on site 3 of the thread) is if you could support pngs in the LF2.exe since this format is much smaller
right now LF2 fans use a tool to modify the EXE so you can use them
Marti: we will support png in our new game
but not LF2
but we will use compressed BMP this time
I forget the rate of compression
it should be about 2~3 times smaller
lfempire: but you can still edit it like normal right?
[...]
Marti: you can edit it
it still supports normal bmp
lfempire: ok
another question was id you could enlarge the frame limit a bit
which is 400 in objects and 30 in bgs
and 100 objects in data.txt only or so
Marti: enlarge which one?
I dare not touch the 400 objects limit
which may cause new bugs......
lfempire: and about the other two?
Marti: i need to investigate
to see if it is risky to make the change
lfempire: ok,
can you tell me about this next time?
Marti: i will send u email
lfempire: ok thanks
then just a small question
Marti: ok
lfempire: do you remember how exactly itr/kind 14 work or can you look it up somewhere?
Marti: what is it about?
which object, which frame using this?
I don't have lf2 code in my office machine
lfempire: kind: 14 - 3D Objects
This kind doesn't do any damage, it just acts as a solid object that other objects cannot pass through. It's used in heavy weapons and Freeze's Icicle, so you can't simply walk through these objects.
I can you show an example if wished
Marti: i see
when someone collide with that object
he/she will be prevented from walking towards the object
lfempire: http://www.lf-empire.de/forum/showthread.php?tid=283&page=3
Marti: but
if you walk multiple times
you can still approach the object
lfempire: so, if u just walk into the object for a short while, it stops u, but if you keep walking into it, it eventually lets you through?
Marti: no....
when you starts walking
at the very first frame
the effect is not happen yet
you can still move for 1 frame
after that
your movement will be blocked
so...
you can still walk this way. walk - stop - walk - stop - walk - stop
we implemented this way, because...
it is simple
for inward/outward question
as I remembered
it determine inward/outward by comparing coordinates
for example, if the stone's coordinate is (100, 100)
and davis coordinate is (90, 103)
then davis is blocked from walking right and up
right because 100 > 90
up because 100 < 103
------------------------------------------------------
I will not change anything which is related to data changing.
so that all the mod data will still work in the new version.
we realise that many mod data exists
and we don't want to disappoint the authors/players
lfempire: well,
totally support this
and about itr/kind 14
how would you check for collisions:
make a tempbdy and move it in each axis, and stop you from moving in the particular axis if there's an itr kind 14?
like
tempbdy
move in x axis, if collides, then move your character back,
move in y axis, if collides, move character back,
Marti: the logic should be like this.....
psuedo code:
1. if this.Blocking != true or (blockingObj.x > this.x & you are walking left ) or (blockingObj.x < this.x & you are walking right)
change x position when walking or running
2. if this.Blocking != true or (blockingObj.y > this.y & you are walking up) or (blockingObj.y < this.y & you are walking down)
change y position when walking or running
3. check if player collides with itr/kind14, if yes, set Blocking to true, else set Blocking to false
lfempire: hm
did you see this video linked from the thread?
Marti: which link?
page 1, page 4?
lfempire: my fault:
http://www.lf-empire.de/forum/showthread.php?tid=295
wasnt in the thread
Marti: yup.
it is pretty cool!
you guys can make the game on your own.
lfempire: thanks
what happens is, when you walk into the itr kind 14 in the z axis
it stops you from appearing on top of the itr kind 14
but if you walk into it from the x axis
it just teleports you to on top of it
instead of stopping you
so,
is it possible to reverse the logic of instead of checking
this.blocking after moving
could it check if you move into the itr kind 14 before moving you, and if you do, set your coordinate just outside the itr kind 14
(meaning check
if this.blocking == true
before this.x = this.x + vx
Marti: it may work.
but
if one player is being blocked by multiple objects
make sure the player will not be locked inside
actually
any method is fine
there is no right or wrong
lfempire: initial loading
does lf2 load a parallel array of the bdys and itrs (coz the x positions change when facing right and facing left)
or does it process it realtime
Marti: real time
cpu is fast enough
lfempire: does it multithread each object
or process them one by one
Marti: one by one
we don't use any advanced skill in our code
lfempire: ok
erm,
Marti: just keep it simple and stupid
lfempire: erm,
I think I should just tell you that you chatted with Azriel the last few mins
I just copied posts...
Marti: ok
thx
lfempire: the creator of the video you watched - and the technique behind
so my last question is simple and just for clearing up:
the recording is for record battles, not for videos right?
Marti: to be accurate..
it is a recording of buttons and random numbers
that means
if your LF2 has been modified
it will not be able to playback other's recording
or it means
others need to have the exact same data set as your LF2 in order to playback your recording
lfempire: well,
kinda the same as in online fight
if both dont have same data it will not work
Marti: yes
lfempire: well
will not stop guys from making recordings of fames versions
all for me now...
Marti: LF2 will warn you if it find the creator of the recording file has different set of data files from you
thx
lfempire: I thank you for the info
Marti: np. thanks for asking!
lfempire: np
see you next time
bye
Marti: bye
-----------------------------------
So results in short form:
-PNGs will come in next game, not in LF2
-Opoint thing will not be fixed (told he'll not change anything about DC)
-Frame limit in data.txt and backgrounds may be changed, he'll write me an email, in chars it'll not be changed
-lagging problems cannot be fixed
-and lots of discussion about itr/kind 14 and stuff