@---@ |5-4| *---* + Fix wrong friends showing online/offline + Fix error when trying to view key data + Fix server side hexbridge error X Digital abyss limited to once per log-in? + Fix seemingly random server crashes + Make local teleports in Bahoo - Test-implement new platform syncing idea: > Server keeps two time values: One up to 9999 (~5 min) that increments each frame, and one that keeps track of the number of times the first looped back to 0 from 9999 (this one resets at 999; ~80 hours) and sends to all clients as often as possible. > Client-side platforms calculate and store plength (path length), sedge (x or y of the starting edge - leftmost for hplats, topmost for vplats), and boffset (the offset the plat begins at relative to its sedge) each diff time msg > Client-side platforms set pos each *DIF* time msg by upping a var to be set as their path position. This will use nested loops - first loop going through the number of times the server time looped, second going through the time value. Each iteration adds the givenspeed to the value, and if the value exceeds or meets the path length, that value is set to the path length and a timed switch is set that will trigger after platwaittime elapses from the current server time, and that switch will make each following iteration subtract instead of add. Granted, if it gets below 0, the switch is set again and the value set to 0, and this time the switch makes the iteration add again. Note that plength will be the distance of the path minus the width/height of the platform > Finally, each platform constantly sets its speed to its ((givenspeed/fps)*30)*(forwardorbackward) as a form of dead reckoning, so that it keeps a movement similar to that which is emulated with the nested loops that use the server time, thus smoothing out the platform movement while any server time messages are missed. SPECULATION: This does not compensate for the time it takes for messages to reach the client. For this reason, at worst there could be up to a 30-90 pixel desync between clients. It will, nonetheless, be much better than the way 'tis now. - Finish new menu - New connection animation: White screen fade while lines that progressively grow in length (over lifespan and with every frame), speed (over lifespan), and number (with every frame) and with random dir emitting from the white glow behind the insignia. Happens after showing "Connecting to server..." and etc. in the wave menu, and after the wave menu is gone - Finishing the Digital Abyss takes you to your home point - Players have choice to either return to their home point upon log in, or the last place they were at - Implement red/blue switches and doors. Switches will be floating red/blue orbs that, when not yet activated, just stay their color, but when active, are black, and red or blue rings of energy float from above them to the floor, pushing any navi away on contact (with their "head," ideally). The doors are small walls on either side with a colored static flowing down their center when active + NPC's can now say multiple different things + New tiles for Prairie Flats x Make all player movements dialated to 30 fps relative to their actual fps, as well (by using a stand-in variable for speed and deciding dialated speed at the end of each step). This will help to insure that no one runs faster than the other, but movements just look laggier/less smooth @---@ |5-6| *---* + New tiles for BNCentral + BNCentral recreated from scratch + Some zone portals changed and/or rearranged + Friend data officially fixed - users are now told when their friends log on and off, and the green indicators show for the correct person at the appropriate time + Added white local teleports + Added Noiya's local teleports + Added more spectrum data -- phoenix armor now implemented + Experimented with dead reckoning; removed for annoyance + Experimented with navis pushing eachother; removed for ineffectivity and signs of distaste from the userbase + Login messages removed. They were annoying + Access to Floes of Ghennam now open, and the zone now has a home point = Access to Noiya now open, and the zone now has a working home point + Prarie Flats' entrance to Traverse Core now open + A slew of new areas added to Bahoo, Noiya, and Floes of Ghennam + Bahoo's entrance to Traverse Core now open + More of Traverse Core complete + Added background to request bar + Added Ctrl+Q as `accept shortcut + Added Ctrl+1 as `cancel shortcut + Added Ctrl+Z as `decline shortcut + Basic implementation of new menu + Spectator system implementation + Duo system implementation + Necessity of WrpPlugn to use local teleports + Fixed pre- and post- hexporting graphical flickering glitch + Adjusted menu and chat draw order; join requests & etc. no longer overlap any of the menus + Navis now run adjacent diagonally to all tiles; running along a diagonal path should be without interruption now + Tile border collisions revamped - more accurate collisions, especially on moving platforms, and slightly decreased lag in some zones + Added snow foreground in Floes of Ghennam + Most selection rectangles in menus replaced with rounded rectangles @---@ |5-7| *---* - Add online user count and users-in-zone count somewhere on message boards