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Discussion in 'UHall' started by Tina Small, Jan 25, 2013.
an old trick to see into peoples homes was to pile a load of empty bottles in a stack, then stand on the stack and you could see into peoples homes. I'm guessing something similar is happing here when you first recal in.
I would say sometimes its on the video card end or the server end when this happens.
It has been happening to me for a year or so now. Never really thought anything of it kinda funny.
I've actually seen this for years, on and off.
Not sure it was always associated with Recall!
I've always chalked it up to momentary confusion by the game about whether I was outside the structure or in it, and left it there.
sometimes it would happen, but in places that I did not frequent, so I put it to the 'landing' area
lately (and by that I mean in the past month or so) spots that I have recalled to forever are now doing it and had never done it before
It's game ending for sure.
Wonder if it has something to do with the transparency function that may cause it?
I still think its just server side that hasn't loaded up on the persons side yet. Can I call it a glitch? Yes I will call it a glitch.
Wow. Take a chill pill.
Notice the little at the end of that quote. I said it not you and was not putting words in your post or mouth. It was a joke. I apologize for you taking my joke so seriously.
Notice I have contributed to this thread with possible issues with it. Ever hear that older machines has issues sometimes with games which means hardware like cpu or video cards? UO is an old game and sometimes newer hardware doesn't work well when they are made for 3d compared to a 2d client. I have an old comp that runs UO better than my new one built for games that have way much higher requirements. thats another possabilty. Server end. Net connection. w/e else
No worries though Tina I contributed possible things beside the one in this post also. Lets just call it a glitch.
I don't know the specific cause of what you're seeing, but the generic cause of seeing inside of any building from the outside tends to be that there's something within that second height level above you that causes the clients to think you are beneath something. Think of it like this... the game has a Z axis, which tells it how "high" something is in the game.
As a generic scenario, if you recalled to someplace, you might be at 0 on the z-axis, or 0-z.
In game heights, a wall is 20 z-units high, so if you stand underneath something that is at 22-z, the client thinks you're underneath a roof of some sort and eliminates everything 20-z and higher.
Houses are slightly different... if you think of the ground as 0-z, the foundation is +5-z, so the second level starts at +25-z, third at +45-z, and fourth at +65-z. If something's above you at say +25-z (or the second floor of the building), it will take away anything from +25z or higher out of the game display for you. It's why things act so oddly at multi-story IDOCs, and also why you have to find exactly where to stand "under" or "in front of" something that was up on the roof of the building (typically +65-z higher than where you are then standing).
Obviously, I'm calling things +5, +10, et cetera because not all areas in the game are at 0-z, so if you're in a higher area, like 45-z, then the roof of a tower would instead be at like +110-z, roughly.
So, yeah, that's why sometimes you can see inside from out (stacking bottles would eventually get something over that +20-z mark, and you'd be "under" it); but as for the mystery of recalling in and seeing through buildings, only time I've really see that happen is if you're so close you're actually standing under a roof piece. Otherwise, I'm completely unsure.
Nah... she's referencing public buildings, ie: stuff the client already knows about. Little nugget of how things work... if they were to change the entire terrain of Britain on the server and never told the client, if you walked around in the client, you'd still see what >it< knew to be true, until you hit a wall that the server knows to be there, and then, inexplicably, you'd stop moving.
A flip of this symptom is when a house decays, but occasionally leaves a ghosted image of itself. Even though the server ABSOLUTELY knows it's not there, your client still thinks pieces of it are there, and refuses to let you pass, even though the SERVER could care less.
Lots of stuff happens without client-server interaction, but the vast majority of important things are double-checked by the server. This didn't always used to be the case, which is why the very old speed-hack programs worked. Someone discovered the server quite frequently believed what the client told it. Rubberbanding was a counter to that because then the server started double-checking everything, but at the time, it was a quick fix, and whomever coded it didn't code it very efficiently. Things have been fixed a lot since then.