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Comet Screen System


Tyrantosaurus

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Hello again,

I've started work on a screen system for the comet server base.

After reading through the Wiki page and cross referencing a few available sources, I've gotten a system that works fairly well.

The only issue I have now is when a player jumps from off screen into the screen of an observer from off screen, to the observer it appears that the player teleports to their jump location and jumps "in place" instead of the jump animation showing them coming from off screen. (Edit: This may be what the wiki page is referencing when it says "As an actor moves into the observer's screen, the movement is disregarded and the player is spawned into the screen.", but it seems way worse than I remember)

Here's a video that shows this in action: https://streamable.com/flqspw

I know why this is, as I send the MsgPlayer packet and then the jump packet to the observer. But if I don't do it this way, the player does not render correctly to the observer.

I tried sending the MsgPlayer packet with the previous X and Y of the player, but since it was out of the screen bounds it was ignored by the observer's client, which then requests the MsgAction packet to render the player.

Any help would be appreciated.

Edit:

I may have solved this with Math Stolen From The Internet™.

I draw a line from the players previous coordinates to their new coordinates, I then find the furthest point away from the observer up to a max of 18 along that line. I use that point to spawn the player at, so when the jump animation happens occurs from off screen.

Here's what it looks like now: https://streamable.com/6mu2it

It feels hacky, but it looks much better from the client's point of view.

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Yeah, Conquer Online's screen system is really rubbish. Drawing a line and spawning them in as far away from the player as possible to jump in does look the best with what's provided. So I think what you mentioned is totally fine. You could modify the client to expand its screen size... but idk how worth it that is.
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