Page 7 of 9

Re: Unofficial patch

PostPosted: Fri Sep 02, 2016 4:54 am
by panic
hey....
i suggest that...

if player have enchantment that commonly use not enchant.
example) VILL, PROTECT_FROM_MAGIC...

then all player can't visible own character during has special enchantment ...

why i need this suggest...

because... i want character image change...
so i try give 'invisible' enchantment to player ... well, this enchantment always preserve .
and always move monster at player position ...
(this way cover monster with character...)

however.... invisible enchant can visible character in bright map...
especially .... this way is weak the small monster...


so, i want perfect invisible enchantment....

look at some picture....

this is enable?

Re: Unofficial patch

PostPosted: Fri Sep 02, 2016 4:59 pm
by superjack46
What you mean is, invisibility enchant is imperfect because it's slightly visible when the player is running, plus it has to be recast everytime an action is done?

And you want a perfect invisibility enchant by using one of the unused ones, enchant_villain or enchant_protect_players_etc

Re: Unofficial patch

PostPosted: Fri Sep 02, 2016 5:02 pm
by panic
hide my character when has special enchantment.

Re: Unofficial patch

PostPosted: Sat Sep 03, 2016 1:48 pm
by panic
stamp_ string...!!

it can be enable by screen max unit patch.

Re: Unofficial patch

PostPosted: Sun Sep 04, 2016 12:19 am
by superjack46
I completely forgot about a few things.

- When a server hosts their ping compensation doesn't include the actual action of shooting, meaning that once you shoot with your dray staff with 999 ping compensation, that the dray will not shoot for 999MS but after that it will still land on your mouse, meaning you can hold your mouse over the person for that time and it'll still work. This is not actually the way other players experience ping, as the projectile shot will remember the location it was clicked at.

- Host compensation also retardedly makes switching spellsets have ping, which really sucks.

Re: Unofficial patch

PostPosted: Sun Sep 04, 2016 8:28 am
by zoaedk
As you already observed, the latency compensation just tries to delay your input into the game. Since Nox is already neatly split into server and client parts with a message queue between them, I'll try to introduce the latency comp in a different place and see if it is more natural.

Also, I have most of the knowledge to do adding and modifying objects / drawables; but the best way to implement it is in Unimod. Similar for the conjurer helm modifying damage. I would basically suggest that we can modify an object to have a LuaDamage handler that when called will check for the helm and if it is a death ray, and then adjust the damage before calling PlayerDamage. The Unimod source code looks scary, though, so I am currently avoiding it.

Re: Unofficial patch

PostPosted: Sun Sep 04, 2016 9:29 am
by superjack46
The main problem with Unimod is that it is super crash-happy and unstable, meaning it cannot be used probably as a patch. (Despite it being my greatest wish, unimod is AWESOME)

In any case, I can check if it might be even possible to make conjurerhelms negate dray damage by editing some BIN file, considering some already existing armor also negates dray damage.

Another thing I completely forgot about:

- Enable all item enchant possibilities for Quest, making it actually interesting what you can get, basically. This entire cheat detect system should be removed, imo. And a bypass for unpatched servers would be necessary too in this case.

Re: Unofficial patch

PostPosted: Sun Sep 04, 2016 11:03 am
by panic
wow!!weapon and armor can allowed all enchantment patch?

i am interest it...

Re: Unofficial patch

PostPosted: Sun Sep 04, 2016 11:12 am
by Host_6
I don't know if this is problem of the animation set or the patch but the quivers on conjurer's back disappears when shooting from bow.

Re: Unofficial patch

PostPosted: Sun Sep 04, 2016 12:02 pm
by zoaedk
Attached is a patched GAME.EXE that may do the latency compensation better.

While it is possible that it is a problem with the quiver patch, more likely it is an issue of missing animation information.