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Reload this Page Development Blog | January 17th, 2021

Development Blog | January 17th, 2021


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  (#201874)
Default Development Blog | January 17th, 2021 - Sunday 17th January, 2021, 23:23

Hello Community Members of Near-Reality,

Please see; http://near-reality.org/roadmap/

Over the course of the past weeks we have made it our mission to finally get the Chambers of Xeric completed. Optimum has joined the team and has made some headway in getting everything completed. We are currently working on the entirety of pathing, NPC clipping, NPC movement, projectiles and so forth. This not only allows Raids to be functional and operating in a capacity we find fit, but it will also fix a plethora of other bosses, monsters and areas with these troubles. Creating these systems is no small task, but moving forward it will allow for future content to work seamlessly.

 

I appreciate the community's patience, please continue to stay with us as we progress forward into the launch of Near-Reality 2021.

 

Optimum was kind enough to document everything that he has been working on, and I'm glad to be posting this Development Blog!

 

"The goal of me coming on board is essentially to get raids working. Which still needs work, from what I have gathered, which is a universal problem is the following:  clipping, projectile, npcs and other things related to pathing, movement and other along the realms of movement."

Projectile Clipping
There were many rooms where specific npc’s just couldn’t attack due to “projectile clipping”

See:

7vxSkuY.png

71iJkEb.png


The red mage NPC could not attack me, when it should be able to. The functionality of the npc’s behavior such as when using the quick rope, they all become aggressive work fine. But this is a specific case for where we need better projectile clipping.

This is a big task to get right and done efficiently and fast. This along side other changes would be very difficult to just modify as the current code is untested and not very developer friendly. So I have came on board to change this process, implementing a new system with testing in mind to ensure that there is space for change in the future of development.

See:

0CTMxsz.png

 

Why not change the current projectile clipping? Because there is a lack of basic testing, this is a big task and could inherently break so many different changes, so write it from the bottom up and expect that this may be the case.

 

NPC Movement

Npc’s such as Vasa Nistririo had awful movement, as this is a big NPC the game server never catered for it’s size and allowed it to fit through gaps where players can, altering it’s pathing dramatically, this resulted in a poor path making and movement system at a whole. And again; the idea is to create a tested system that will work, so this room will be fixed and the pathing wont be so bad and manual.

 

NPC Clipping

Some parts of the map lack the ability to block specific NPCs.

See:

5E5IOqH.gif

This is also another thing I will be fixing to allow safe spot usage. I will be keeping everyone update here, the progress will be slow as I work a full time job and have a life outside of work. However, it should be every Sunday. I will hopefully be able to show off some progress images / videos of raids itself or just in general the movement/clipping system in place.

 

Mod Jacmob & Optimum

Near Reality Management Team


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  (#201878)
Default Monday 18th January, 2021, 00:31

Yay updates


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  (#201879)
Default Monday 18th January, 2021, 00:33

Thanks optii :D


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  (#201881)
Default Monday 18th January, 2021, 03:28

Ty for the update! Greatly appreciate it and the transparency.


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  (#201882)
Default Monday 18th January, 2021, 12:19

top notch work as always opti


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Default Monday 18th January, 2021, 12:54
35 minutes ago, Jase said:
 

top notch work as always opti

hi


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