Mimus Posted April 1, 2020 Posted April 1, 2020 Running System Sorry for my English, I use a translator.  Description Simple system that allows running at the press of a button. The System was made on entities in general so we can easily imagine adding a check box on an npc to make it run.  Media:  Git Patch: Download  Layout for Keybinding Place in "resources\gui\layouts\menu\OptionsWindow.json" and  "resources\gui\layouts\game\OptionsWindow.json" after "ControlToggleGuiButton2" content. Spoiler "ControlRunningLabel": { "Bounds": "8,1003,28,16", "Padding": "0,0,0,0", "AlignmentEdgeDistances": "0,0,0,0", "AlignmentTransform": "0,0", "Margin": "0,0,0,0", "RenderColor": "255,255,255,255", "Alignments": "", "DrawBackground": true, "MinimumSize": "1,1", "MaximumSize": "4096,4096", "Disabled": false, "Hidden": false, "RestrictToParent": false, "MouseInputEnabled": false, "HideToolTip": false, "ToolTipBackground": null, "ToolTipFont": null, "ToolTipTextColor": "", "BackgroundTemplate": null, "TextColor": "255,255,255,255", "HoveredTextColor": "", "ClickedTextColor": "", "DisabledTextColor": "255,225,225,225", "TextAlign": "Left, Top", "TextPadding": "0,0,0,0", "AutoSizeToContents": true, "Font": "sourcesansproblack,10", "TextScale": 1.0 }, "ControlRunningButton1": { "Bounds": "181,998,120,28", "Padding": "3,3,3,3", "AlignmentEdgeDistances": "0,0,0,0", "AlignmentTransform": "0,0", "Margin": "0,0,0,0", "RenderColor": "255,255,255,255", "Alignments": "", "DrawBackground": true, "MinimumSize": "1,1", "MaximumSize": "4096,4096", "Disabled": false, "Hidden": false, "RestrictToParent": false, "MouseInputEnabled": true, "HideToolTip": false, "ToolTipBackground": null, "ToolTipFont": null, "ToolTipTextColor": "", "TextColor": "255,255,255,255", "HoveredTextColor": "255,255,255,255", "ClickedTextColor": "255,255,255,255", "DisabledTextColor": "255,255,255,255", "TextAlign": "Center", "TextPadding": "3,3,3,3", "AutoSizeToContents": false, "Font": "sourcesansproblack,10", "TextScale": 1.0, "NormalImage": "control_button.png", "HoveredImage": "control_button_hovered.png", "ClickedImage": "control_button_clicked.png", "DisabledImage": "", "CenterImage": false, "HoverSound": "octave-tap-resonant.wav", "MouseUpSound": "", "MouseDownSound": "octave-tap-warm.wav", "ClickSound": "" }, "ControlRunningButton2": { "Bounds": "309,998,120,28", "Padding": "3,3,3,3", "AlignmentEdgeDistances": "0,0,0,0", "AlignmentTransform": "0,0", "Margin": "0,0,0,0", "RenderColor": "255,255,255,255", "Alignments": "", "DrawBackground": true, "MinimumSize": "1,1", "MaximumSize": "4096,4096", "Disabled": false, "Hidden": false, "RestrictToParent": false, "MouseInputEnabled": true, "HideToolTip": false, "ToolTipBackground": null, "ToolTipFont": null, "ToolTipTextColor": "", "TextColor": "255,255,255,255", "HoveredTextColor": "255,255,255,255", "ClickedTextColor": "255,255,255,255", "DisabledTextColor": "255,255,255,255", "TextAlign": "Center", "TextPadding": "3,3,3,3", "AutoSizeToContents": false, "Font": "sourcesansproblack,10", "TextScale": 1.0, "NormalImage": "control_button.png", "HoveredImage": "control_button_hovered.png", "ClickedImage": "control_button_clicked.png", "DisabledImage": "", "CenterImage": false, "HoverSound": "octave-tap-resonant.wav", "MouseUpSound": "", "MouseDownSound": "octave-tap-warm.wav", "ClickSound": "" }   Based On: Version: 0.6.1.0 Derieri, Augusto Klein, Pixellife and 7 others 10
Weylon Santana Posted April 1, 2020 Posted April 1, 2020 This modification is cool. But a doubt, if the speed is already very high, or at most. Say 0.5s (500ms). Something that we set up in the server config, using the button to run would go even faster?
Cheshire Posted April 1, 2020 Posted April 1, 2020 1 minute ago, Weylon Santana said: This modification is cool. But a doubt, if the speed is already very high, or at most. Say 0.5s (500ms). Something that we set up in the server config, using the button to run would go even faster? Â The code simply seems to reduce the time between each movement when sprinting. So if you're already moving very fast, you'd simply end up twice as fast with this edit. (from a quick glance) Mimus and Weylon Santana 2
Weylon Santana Posted April 1, 2020 Posted April 1, 2020 Just now, Joyce said: Â The code simply seems to reduce the time between each movement when sprinting. So if you're already moving very fast, you'd simply end up twice as fast with this edit. (from a quick glance) Ahh got it, I'm not a programmer, you know, so it's hard to understand the codes.
Mimus Posted April 1, 2020 Author Posted April 1, 2020 Yes it will go faster, I divide the time between 2 displacement by 2 Weylon Santana 1
Weylon Santana Posted April 1, 2020 Posted April 1, 2020 Just now, Mimus said: Yes it will go faster, I divide the time between 2 displacement by 2 I see, my doubt was really that. It would exceed the limit imposed by the server. But both you and joyce replied, I am grateful.
Shenmue Posted April 1, 2020 Posted April 1, 2020 Great feature mate, but is there a way to adjust the ratio of speed? I've tried to divide the amount of time required to traverse 1 tile by 4 on both server and client, but the result is that my player is stuck on the same place.  Spoiler Â
Derieri Posted April 4, 2020 Posted April 4, 2020 It's a nice feature but when I use it, my character is running smoothly in the client where I logged it but he's not running smoothly when I see him on a second client logged with a different account. Both clients are logged to a local server.  Am I the only to whom this happens?
EduKrowlley Posted April 29, 2020 Posted April 29, 2020 On 4/28/2020 at 2:49 AM, Riuback said: can in 6.2? Yes! I done it a few minutes ago.
panda Posted April 29, 2020 Posted April 29, 2020 The "Run" property added to EntityPositionPacket and EntityMovePacket, and the "Running" property added to Entity are all being used as booleans. Why are they just not a boolean?
Shenmue Posted May 2, 2020 Posted May 2, 2020 I did some work with the patch.  If you already have this patch and want to add running frames, download this patch. If you don't have this patch and want to add running frames, download this one.  To add running sprite add "_run" at the end of your sprite name.  Spoiler There is no more byte for bool too  Justn, kriteus, Gibier and 2 others 4 1
Justn Posted May 8, 2020 Posted May 8, 2020 I tried this out with the new running animation. I noticed the FPS drop when going from stopped to walking or running and caused player to lag a bit. Any one else have this problem? Fps goes from 61 to 50 or below when I start to walk or run.Â
Shenmue Posted May 10, 2020 Posted May 10, 2020 On 5/8/2020 at 1:54 AM, Justn said: I tried this out with the new running animation. I noticed the FPS drop when going from stopped to walking or running and caused player to lag a bit. Any one else have this problem? Fps goes from 61 to 50 or below when I start to walk or run. I've done some tests and I noticed FPS drop when another client was doing something (not just walking or running, attacking too). However, the FPS drop is not related to the patch nor the running sprite feature since there are the same drops on the vanilla version of the official development branch. Justn 1
Aiden9 Posted June 8, 2020 Posted June 8, 2020 On 5/2/2020 at 7:11 PM, Shenmue said: I did some work with the patch.  If you already have this patch and want to add running frames, download this patch. If you don't have this patch and want to add running frames, download this one.  To add running sprite add "_run" at the end of your sprite name.   Hide contents There is no more byte for bool too  I just try to install your patch on a clean 6.2 dev version and i have this error when i try to install the patch.  Any idea ?  Quote error: patch failed: Intersect.Client/Entities/Player.cs:814 error: Intersect.Client/Entities/Player.cs: patch does not apply error: patch failed: Intersect.Client/Entities/Player.cs:814 error: Intersect.Client/Entities/Player.cs: patch does not apply Â
Shenmue Posted June 8, 2020 Posted June 8, 2020 3 hours ago, Atsuya said: I just try to install your patch on a clean 6.2 dev version and i have this error when i try to install the patch. Â Any idea ? Â Error like these can occur when: 1) The patch is not up to date with the code, which is probably the case 2) You are not on the correct branch or version of the branch to apply the patch. The post say it's based on 6.1, but it also worked on 6.2 3) You have modifications on your code that have conflicts with the patch. For example you changed a line of code used by the patch, or you applied another one. (Probably not your case if you are in a clean dev version) Â I've made a tutorial on how to solve this kind of issues with Visual Studio. Link below: Go to the tutorial
Shenmue Posted June 9, 2020 Posted June 9, 2020 10 hours ago, Atsuya said: I just try to install your patch on a clean 6.2 dev version and i have this error when i try to install the patch. Â Any idea ? Â I just tested the mod and everything went well on my side. Maybe your dev branch is not up to date Aiden9 1
Aiden9 Posted June 9, 2020 Posted June 9, 2020 20 hours ago, Shenmue said:  I just tested the mod and everything went well on my side. Maybe your dev branch is not up to date  I have test it on the dev branch too, but i think i have apply the diagonal pach... have you got an idea to compile the two ?
Shenmue Posted June 10, 2020 Posted June 10, 2020 3 hours ago, Atsuya said: Â I have test it on the dev branch too, but i think i have apply the diagonal pach... have you got an idea to compile the two ? Check the tutorial I've sent bro
Aiden9 Posted June 16, 2020 Posted June 16, 2020 For me, the combinaison with the diagonale movements dont work
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