#Make the train cutscene not out of bounds

1 messages · Page 1 of 1 (latest)

severe dove
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Currently using the train fast travel in Fruma West lr puts you into an out of bounds zone (you can avoid it by skipping cutscene) but it would be cool to make specifically that cutscene area inbounds

wheat ivy
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out of bounds as in for lootrun?

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I don't get it

stuck crypt
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i wanted to add special features for this fast travel during the west fruma lr but there is no proper method for us to check if the player is in a lootrun right now so i can't

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that said it is possible to make the cutscene area be in bounds

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@visual acorn ..

wheat ivy
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ah so it is for lootrun

severe dove
wheat ivy
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I know, I was asking if you specifically were talking about lootrun or something else

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honestly I haven't though of the idea of using the train while lootrunning lol

wheat ivy
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... I play archer Yahya

severe dove
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espren —> timasca is nice for freight interchange

wheat ivy
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I'll have to remember this

severe dove
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yeah

rancid rampart
late hollow
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its not a technical debt, its just an architectural design choice

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we work on a live-service MMORPG that constantly changes and has 3 billion different systems

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the content itself (in this case lootruns) should modify the behavior of other parts and not the inverse

brittle gull
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I didn’t even know you could use the train during LR’s

late hollow
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otherwise it creates more technical debt (this is literally the definition of spaghetti code) in the future and makes it harder to maintain like

brittle gull
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I figured you couldn’t, like merchants

late hollow
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every new or reworked wynncraft system works as a standalone system without severe ties to each other, you can easily remove them without affecting many parts, this ensure all related code is nearby to each other, making it incredibly easier to fix bugs, easier to maintain behavior (no unexpected bugs by changing other parts), better readability, etc...

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this type of architecture takes more time to develop, which is why often static games ignore it, you wont need to make deep changes after a game is launched, but wynncraft is not static, its live and grows every day googlycatthumbsup

wheat ivy
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god I wished I understood what you were talking about cause it sounds interesting Yahya

brittle gull
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They make things separate from other things so they can update or remove them easier

wheat ivy
brittle gull
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Maybe that’s really inconvenient to detect

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And, if the issue is solved by skipping the cutscene, I’d just skip the cutscene

wheat ivy
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idk I though heyzeer explained it and it was just too complex for me to understand

brittle gull
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He just said that they make things in a way where it’s easier for them to work on their own, and don’t need any other aspects to support it, which translates better to a constantly changing game

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I would assume this is a subtle way at saying that making this change isn’t as easy as it sounds

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The blunt way is saying “this is hard, and would take a while, and I can’t find enough justification for the work, when you can just skip the cutscene and never have a problem”

devout pasture
late hollow
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it is possible, tho completely unrelated to what I was talking about

regal marlin
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To my understanding we can make specific places in bounds anyway? Like graveyard of a thousand is outside SE

proper stratus
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What is WRONG with the wynn backend

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in any reasonable project this could/should be one if check or getter method, but I suppose CT have 0 access to the code either way

stuck crypt
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we can only interface script with the backend as much as the devs want us to