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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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NPC disappear distance

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NPC disappear distance
Offline hribek
04-25-2009, 06:13 AM, (This post was last modified: 04-25-2009, 06:58 AM by hribek.)
#1
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Reason: capital ship patrols have higher gun range than disappear distance. And for instance Osiris patrols in Delta - when you get far enough away from the Osiris to that it doesn't kill you and target the escorts, all ships disappear because you went too far away (~2.5K?)

Another reason: when the capship patrols spawn, they can fire on you before you see them (there is some range at which they are off your scanner but still exist and can shoot you, but you have no way of seeing them)

http://the-starport.net/index.php?option=c...amp;topic=403.0
Quote:-------- NPC Spawning --------
-- 100d in content.dll, 0x11ac78, 0x11bc78 = initial NPC min spawn distance in SP and MP (such as after respawn) ~fox
-- 1775d in content.dll, 0x11ac80, 0x11bc80 = initial NPC max spawn distance in SP and MP (such as after respawn)
-- 2500d in content.dll, 0x11ac68, 0x11bc68 = NPC max spawn distance in SP and MP
-- 2500f in content.dll, 0xd3b06, 0xd3c36 = maximum distance that NPCs will persist in SP ~fox
-- 2500f in content.dll, 0xd3c3e, 0xd3d6e = maximum distance that NPCs will persist in MP
-- 3750f in content.dll, 0x591b6, 0x58f46 = distance over which NPC spawning will ignore density cap in SP
-- 7500f in content.dll, 0x116a68, 0x117a68 = distance over which NPC spawning will ignore density cap in MP - in other words, players within this distance to another player will "share spawns" with that player, and must move this distance away from other players for FLServer to start spawning NPCs for him/her
-- 2500f in content.dll, 0xc4a44, 0xc4974 = patrol path NPC max spawn distance; raise this with extreme caution, as values over 3000 seem to prevent patrol path NPCs from spawning at all ~fox
-- 2500f in content.dll, 0x11b2c4, 0x11c2c4 = distance at which NPC mission target ships in randommissions are created ~Vital
-- 7500f in content.dll, 0x11b2b0, 0x11c2b0 = distance at which mission target solars in randommissions are created ~Vital
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Offline Robert.Fitzgerald
04-25-2009, 06:15 AM,
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Good idea - I've flown along many times and suddenly I've lost shields from a cap patrol which I can't even see.

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Offline tazuras
04-25-2009, 06:49 AM,
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Oh I think this has happened to me too, i didnt even know what was happening....

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Offline tansytansey
04-25-2009, 08:35 AM,
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Increase in lag, maybe? If there is an NPC so far away that you cannot see it... if you're being hit by its' weaponry then you seriously need to take a look at yourself and think what you are doing wrong. Cap ship patrols can barely even hit my Barghest at a range of 500 let alone 2500.

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Offline sean24
04-25-2009, 08:40 AM, (This post was last modified: 04-25-2009, 08:41 AM by sean24.)
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Ive been attacked by 'invisible' cap ships when I have been cruising. But its no biggy for me, I like the distance how it is.
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Offline hribek
04-25-2009, 09:11 AM, (This post was last modified: 04-25-2009, 09:18 AM by hribek.)
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Quote:Increase in lag, maybe? If there is an NPC so far away that you cannot see it... if you're being hit by its' weaponry then you seriously need to take a look at yourself and think what you are doing wrong. Cap ship patrols can barely even hit my Barghest at a range of 500 let alone 2500.

Hey, take it easy.

1. the problem is, when a BS patrol "barely hits" your barghest under 1200m, you die. One of the fanciest things about NPCs is that they aim their razors better than most players. Now try flying a gunboat / BH Dessie in Omicron Delta against an Osiris / Titan patrol, and you will get my meaning. if you try to take the escorts on first, either you're too close so the osiris hurts you a lot (which is meant to happen), or it disappears because you're over 2.5K (sucks). This doesn't affect bomber pilots much, but if you have a gunboat or larger (like a transport, for instance) then it matters a great deal.

2. cruiser / battleship inferno, and you're sitting in a gunboat or larger. you have your shield half down before you find out where the fire is coming from. And no you can't see the projectiles. get it?

3. yes, lag is an unknown variable here, can only be really measured by trying.

Let me rephrase it: there are some strategies you can use against players but can't use against NPCs, because they disappear if you do.

Also, a battleship patrol with super-deadly battle razors spawning right into your face before you can react is not a nice thing. You can't see them and suddenly they pop up at 2K and CD / razor you before you can react.

I propose that the NPC disappear distance is increased to 3.5K for starters, and any difference in latency / server load is measured, and NPC patrols tested. If we find that it doesn't work, we can always revert to current values. This is still a beta, right?

Yes, possibly, possible increased lag might be a possible problem. But I don't think it can be that serious, especially in high-playercount times when the NPCs are low on numbers anyway. I'd like to try this out.
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Offline Jamez
04-25-2009, 12:55 PM,
#7
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I've thought about this particuar idea for a good while now, 2.4k is fine for fighters, but having a capship patrol pop out of nowhere so close to you is a bit silly.

I think doubling it to 5k would be more immersive, but I'm not sure how much this would affect the server.

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