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Seclevs, Blocks and Physics Headaches

Discussion in 'Announcements' started by Geti, Jul 5, 2012.

  1. amgtree

    amgtree Haxor

    Messages:
    482
    all of my post were on topic
    </br>--- merged: Jul 8, 2012 2:51 AM ---</br>
    I dont know what everone is talking about when ever I played on terraria it did not lag at all with water. The only time it did lag was when they drained the ocean and it only lasted couple of secend.

    my Internet is slow in the first place
     
  2. HERaLD

    HERaLD Shark Slayer

    Messages:
    205
    Ah, that reminds me!
    Will you be able to attach things such as Kegs to Sails, making a flying bomb?
    If so, it should detach after a set distance, raining explosive doom on your enemies.
     
    DrZaloski likes this.
  3. One

    One I got 99 problems and my name is One Donator Tester

    Messages:
    641
    Capitals are for the first word in a sentence, reading your posts make my brain hurt.

    Ontopic; bombs would only roll down the new slope blocks I assume, since the kag landscape is based on blocks, bombs would not be able to roll down hills. Maybe you could make a bomb launcher using a long slope then a ramp.
     
    Rayne likes this.
  4. KnightGabe13

    KnightGabe13 Arsonist

    Messages:
    416
    A question I recently began pondering, is there going to be less lag eventually? For example, instead of having doors client-side, can they be server dependent? If everything is client dependent, there will be more lag, and therefore more glitches, especially with the new physics it sounds like. :eek: *bounces on trampoline, dies, body teleports to previous postition with an enemy dancing on it's head*
     
  5. Worm

    Worm Derpship Commander Donator

    Messages:
    546
    I think that wouldn't be added, just think: Put kegs under boat, sails attached to kegs resulting in flying boat(it would be funny as hell anyway :D)
     
    xChapx and Gofio like this.
  6. Gofio

    Gofio Gunwobbler x3

    Messages:
    1,090
    thats not what I meant.
    what I meant was this:
    you keep exactly the same system, but water will only be spawned if there is empty space, and where you dig a block next to the water.
    that way, you can safely dig down, and there would still be water.
     
  7. Dennisaran

    Dennisaran Shopkeep Stealer

    Messages:
    30
    Er. I think the concept you are trying to explain is the exact thing he just explained. It's kind of the same concept and would more than likely run into the same problem as stated. I'm no expert but I'm pretty sure it's the same thing.
     
  8. KnightGabe13

    KnightGabe13 Arsonist

    Messages:
    416
    Suppose there is one drop of water, resembling a puddle. When I dig nearby blocks, this little drop of water is going to get bigger, and fill up everything that I just dug. Infinite water? Seems legit! :p Ah well, I suppose it's better than lag. It would be hilarious to drown some tunnelers too. That's what you get for diggin' down!
     
    Gofio likes this.
  9. thebonesauce

    thebonesauce All life begins and ends with Nu Staff Alumni
    1. MOLEing Over Large Estates - [MOLE]
    2. The Ivory Tower of Grammar-Nazis

    Messages:
    2,554
    I wonder if it's possible to have underground springs, and while tunneling if you happen to open one it'll just flood the tunnel. That'd be rad.
     
    KnightGabe13 likes this.
  10. Gofio

    Gofio Gunwobbler x3

    Messages:
    1,090
    of course, it will only flow down and sideways... and you have to be pretty stupid to open an underground lake...
    </br>--- merged: Jul 8, 2012 5:55 PM ---</br>
    no its not. the water would actually act like an infinite source of water, and it would create water next to and down of the water if possible. the water will be a block, but it would be without wierd flows and streaming and all that stuff... its not terraria.
     
  11. Godrow

    Godrow Shopkeep Stealer

    Messages:
    53
    Oh gawd theirs going to be so much more rage with bombs in this build

    One trampolines

    Two Ramps

    Three Being in a boat

    Four less lag to blame
    Fine ill not capitallize

    Meanie
     
    KnightGabe13 likes this.
  12. FlameHaze3

    FlameHaze3 Shark Slayer

    Messages:
    271
    Well a lot of new things are being added, we can't rule out lag on a monumental scale just yet.
     
  13. DrZaloski

    DrZaloski Shopkeep Stealer

    Messages:
    225
    Unfortunately we've already been told that we CAN'T have Terraria water, so I doubt there will be any underwater springs or flooding. I also think we can stop bitching about whether Terraria water is any good or not, considering it isn't relevant since it won't be used, good or bad.

    I dread to think of water in Zombie mode though. How the hell are we going to hunt for deep underground portals if death water is everywhere after the first couple dozen blocks? Sure, after boats we'd be able to deal with the surface, but frankly, most of my time on zombie servers are spent underground.

    As for ramps, I'll wait and see. Frankly I don't know enough about the ramps to talk intelligently about them (although I totally already have since I apparently have no problem being a dumbass). I'm still wary though, if KAG has taught me anything, it's that most traps will hurt your own team more then you, and most traps can easily be dealt with by a builder with some ladders (as long as he has a good enough escort). But again, I'll have to wait and see how they work.
     
  14. Rayne

    Rayne ༼ つ ◕_◕ ༽つ Administrator Global Moderator Forum Moderator Tester

    Messages:
    1,916
    I can spend some time making specialized zombie maps with water, ie giant mountains with zombie portals in them, water at the bottom of it with maybe an island(with wang castles) or two.

    I'll post them in the maps section when I'm done.
     
  15. Geti

    Geti Please avoid PMing me (poke a mod instead) THD Team Administrator Global Moderator

    Messages:
    3,730
    Re: "Keg to Sail?" yes, technically, though currently there isn't an interface for it as the keg doesn't have an attachment point. That can be easily rectified though, or you could use a hook to force the attachment.

    Re: Custom zombies maps - I think this needs to be done in general. Keen to see what rayne can do once I've sorted an editor to work with the test content.

    Re: Larger blocks underground - it'd be technically possible, but the less interactive blocks like dirt are something we're not particularly interested in replacing at this point - they're handled by the old tilemap code more than satisfactorily, and dirt is something you really want to paint by tiles rather than by placing objects as its so simple to change.

    Re: Placing blocks being annoying - this is something we are very very conscious of. Placement of a block in the same orientation is as simple as just clicking again, and rotation is just a button. We want building to feel just as natural as it does now, if not better.

    Re: OMG INVENTORY IS HUGE OMG - we're currently deciding on sizes, it's gonna be easier to actually hit the button you want if it's a bit larger though. We might have an option to drop all of the HUD stuff down to 1px size for those that REALLY REALLY WANT smaller HUD stuff.


    Re: "I feel like the whole game could change" - well, yeah. KAG is an independent game in development, drastic changes should basically be expected. Most of the core stuff is hammered down, but a lot is subject to change. Because we know a lot of people aren't comfortable with that, we're going to split off classic.
    Classic is gonna get forked off with the release of all this new stuff, and will still have gold included in that as "KAG Classic", King Arthur's Gold will be a separate game and binary as it's going to be a very different situation. As such, Gold CTF etc can still stick around, people can still have their old mods, and play with old movement and notching and so on, and the full version of the game (which will play a little differently but ultimately still be side scrolling killing each other while you build forts) will exist separately for those that want to play it (which should be the bulk of you).

    We're well aware that people wouldn't be too happy if we turned the game on its head and took away your ability to play it how it was. Classic will receive a few updates to stomp major bugs and then be 100% unsupported (much like minecraft's creative mode).
     
    SARGRA13 likes this.
  16. Dennisaran

    Dennisaran Shopkeep Stealer

    Messages:
    30
    Ah, I'm guessing you must be a game designer and know exactly how such a thing works, and could explain it to Geti! Problem solved.
     
  17. Godrow

    Godrow Shopkeep Stealer

    Messages:
    53
    I will play these maps so hard my fingers will bleed, cause i got a blister on my finger...
    it dosnt hurt but yeah anyway sounds Awesome

    Cant wait for the update it will be amazing, but bombs will still be my most feared enemy
     
  18. augizzz999

    augizzz999 Catapult Fodder

    Messages:
    9
    imagine the castles after this!
     
  19. Godrow

    Godrow Shopkeep Stealer

    Messages:
    53
    Um why? their going to be (mostly) the same just ramps and ropes in the mix but yeah
    it will be different
     
  20. Rainbows

    Rainbows KAG Guard Forum Moderator Tester
    1. The Young Blood Collective - [YB]

    Messages:
    985
    Just ramps and ropes?

    I don't think you quite understand how creative this community can get.