Author Topic: Gz new GM abooze for gaylords  (Read 1603 times)

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Offline Taser

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Re: Gz new GM abooze for gaylords
« Reply #15 on: July 18, 2012, 12:21:08 am »
+1
Have you even played native, or any other mods? Not that I don't hate practically every archer with the burning passion of a thousand suns, but there's no comparison.

Playing native MP then coming back to crpg is a world of difference. People complain about a range fest here .. pfft lol.
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Offline Matey

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Re: Gz new GM abooze for gaylords
« Reply #16 on: July 18, 2012, 03:48:08 am »
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Offline JackieChan

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Re: Gz new GM abooze for gaylords
« Reply #17 on: July 19, 2012, 03:52:21 pm »
+2
Radical as it may be, the handling of horse joint collision is not tied to a mechanically orchestrated algorithm. Instead, the engine derives the sum of normal and arcsine, instantiating an intersection point between them, and calculates damage based on an exponentially raising factorization. The precision of horse archery doesn't really tie in with the possibility of hitting an enemy, and the server wide lag compensation unit certainly doesn't affect them.
You can try on any of the cRPG servers. Just grab a horse and a bow, then ride towards a wall and shoot. If you look at the generated sine wave closely, you will notice an acyclic interruption where your horse rode past the intended target, just before the replicated drawing animation. That's obviously the exponential factorization that I mentioned in the post above kicking in, because there are no other plausible explanations (except maybe for a quantum tunneling phenomenon, which was definitely not implemented by Armagan).

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Offline dodnet

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Re: Gz new GM abooze for gaylords
« Reply #18 on: July 24, 2012, 06:44:48 pm »
0
Radical as it may be, the handling of horse joint collision is not tied to a mechanically orchestrated algorithm. Instead, the engine derives the sum of normal and arcsine, instantiating an intersection point between them, and calculates damage based on an exponentially raising factorization. The precision of horse archery doesn't really tie in with the possibility of hitting an enemy, and the server wide lag compensation unit certainly doesn't affect them.

You can try on any of the cRPG servers. Just grab a horse and a bow, then ride towards a wall and shoot. If you look at the generated sine wave closely, you will notice an acyclic interruption where your horse rode past the intended target, just before the replicated drawing animation. That's obviously the exponential factorization that I mentioned in the post above kicking in, because there are no other plausible explanations (except maybe for a quantum tunneling phenomenon, which was definitely not implemented by Armagan).

Finally some clear words from an admin which explain everything in a language that everyone understands. Thank you!  :D
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