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Old 2013-10-12, 10:20 PM   [Ignore Me] #16
Babyfark McGeez
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Re: Moving props / objects


Originally Posted by AThreatToYou View Post
Doors have to make decisions, checked by the server. In this way, they are NPCs because the door has an AI. It has to make decisions about players in a zone, friendly or enemy, how long no players have been in the zone, whether or not the door is hacked or destroyed or not powered and et cetera. Another huge problem with doors is that they are on the server, and WILL cause desync issues between players.

Other kinds of moving objects, as long as it isn't something that has to make decisions, shouldn't have an AI and thus aren't anything like NPCs.
That makes a little more sense. But the only decision a door has to make is wether to open or not, depending on the faction owning the door and the player trying to open it (either via a panel or for an automatic door in a certain distance). A simple "check". Add two more checks for "facility powered?" and "door hacked?" and you have all you need. The time the door stays open or hacked is set.
That's basically the same check/reaction a terminal makes when you try to use it. Only that after passing the check, instead of the loadout-screen popping up, the door opens.

The only problem i could see here would be with automatic doors and a high population so that these checks would happen so often that it would affect the performance. But that's really stretching it.

Last edited by Babyfark McGeez; 2013-10-12 at 10:37 PM.
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Old 2013-10-13, 12:11 AM   [Ignore Me] #17
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Re: Moving props / objects


Originally Posted by AThreatToYou View Post
Doors have to make decisions, checked by the server. In this way, they are NPCs because the door has an AI. It has to make decisions about players in a zone, friendly or enemy, how long no players have been in the zone, whether or not the door is hacked or destroyed or not powered and et cetera. Another huge problem with doors is that they are on the server, and WILL cause desync issues between players.

Other kinds of moving objects, as long as it isn't something that has to make decisions, shouldn't have an AI and thus aren't anything like NPCs.
Honestly I think you are over thinking the doors thing. They really would act no different than the control points.

The Control Points already identify which faction you are and react to you entering the area around them. It's a simple trigger from what I can tell.

I think the area you bolded is the real issue for SOE. Doors desync and could cause issues. Hell look at Planetside, the doors would be open for one person, closed for another. I cant tell you how many times I got shot through a door that was still closed on my screen.

All that said, I would honestly love to have doors back.

And some better base design in general lol.
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Old 2013-10-14, 03:46 PM   [Ignore Me] #18
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Re: Moving props / objects


Also on animated props. There are moving vent fans on the structures built into the canyon wall at Feldspar Canyon Base.
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Old 2013-10-14, 05:46 PM   [Ignore Me] #19
AThreatToYou
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Re: Moving props / objects


Originally Posted by Babyfark McGeez View Post
That makes a little more sense. But the only decision a door has to make is wether to open or not, depending on the faction owning the door and the player trying to open it (either via a panel or for an automatic door in a certain distance). A simple "check". Add two more checks for "facility powered?" and "door hacked?" and you have all you need. The time the door stays open or hacked is set.
That's basically the same check/reaction a terminal makes when you try to use it. Only that after passing the check, instead of the loadout-screen popping up, the door opens.

The only problem i could see here would be with automatic doors and a high population so that these checks would happen so often that it would affect the performance. But that's really stretching it.
That isn't stretching it at all. Of course the doors can be done, but I have heard it be cited that adding more CPs can be an issue when it comes to rendering players.

I want doors but I want them done right, as I'm sure all of us do. I'm just trying to help you understand why they might not have done doors yet.

Alternatively, and probably the best route, is to have door position checks done on the client and then sent to the server to verify and then open the door. The server doesn't need to have the box or radius to check for players in, all it needs to do is verify 1 check for the door to open and verify a check for the door to close. All the other not-so-intense doohacks like door panels and power can be done on the server since that's as simple as timed cl_ flags. But what do I know?

Now, as far as moving props goes, like conveyor belts and the like.. they are very simple on the client and server so long as you can't collide with the moving parts as if they were moving. The collision box on them is either static or nonexistent, or else it takes up (potentially) more power than a tank moving.

Last edited by AThreatToYou; 2013-10-14 at 05:53 PM.
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Old 2013-10-14, 07:19 PM   [Ignore Me] #20
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Re: Moving props / objects


The only real reason doors don't exist in PS2 is because they are "old school". Just think about how rare a modern MP game that still has doors is... while it still has sentry turrets and similar stuff.

NPC thing is a lame argument, I just simply don't believe it. Forgelight is supposed to be an engine for EQN, a game built around NPCs. Do you honestly think that the engine is supposed to suffer performance issues from NPC overabundancy?
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Old 2013-10-14, 07:49 PM   [Ignore Me] #21
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Re: Moving props / objects


Originally Posted by NewSith View Post
NPC thing is a lame argument, I just simply don't believe it. Forgelight is supposed to be an engine for EQN, a game built around NPCs. Do you honestly think that the engine is supposed to suffer performance issues from NPC overabundancy?
Are they trying to cram hundreds of players in the same area in EQN?
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Old 2013-10-14, 08:50 PM   [Ignore Me] #22
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Re: Moving props / objects


Originally Posted by Crator View Post
Are they trying to cram hundreds of players in the same area in EQN?
I somehow doubt that server really cares if 100 people have same XYZ coordinates or different, since it has to calculate for them all anyway.
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Old 2013-10-14, 09:37 PM   [Ignore Me] #23
AThreatToYou
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Re: Moving props / objects


Originally Posted by NewSith View Post
The only real reason doors don't exist in PS2 is because they are "old school". Just think about how rare a modern MP game that still has doors is... while it still has sentry turrets and similar stuff.
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Old 2013-10-15, 06:03 AM   [Ignore Me] #24
Dodgy Commando
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Re: Moving props / objects


BF4 is bringing them back... a little bit.

How about making them incredibly simple using the door as a texture idea posted earlier, even if a bit silly considering this is the future.

You have a control panel that is tied to the faction owning the facility. Same-faction players can activate it instantaneously, opening the door for x amount of time before it closes. Players on the enemy faction can hack the control panel, requiring more time before using the door. That is all it does, no proximity checks whatsoever.

I'm no designer/programmer obviously, but the control panel should be disabled for interaction until the door is closed again. Obviously this isn't very ergonomic when you consider the sci-fi setting, having very silly doors that open and shut regardless of whether people are still attempting to cross them. But at least it might resolve the performance hit issues, while offering some form of security to facilities.

One issue here, is that even terminals sometimes take time to provide the interaction popup to access them in my case. You best not be in a hurry to open such a door! Also, this could be another reason for the lack of more equipment terminals in these huge facilities, because even something as simple as a terminal (or control panel) uses up precious performance.
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