Health value reaching zero when health bar at 50% ???

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browserice
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Health value reaching zero when health bar at 50% ???

Post by browserice »

Has anyone ever had this ?

I sometimes get into situations where I am being hit/damaged frequently but looking at my heal bar, it is at 50% aprox. but then I die. I look at the health bar and it is still at 50% but the actual health value is at 0 ???

This doesn't happen often but in a 6 hours period (was off, ;-) ), it happened 3-4 times.


I think it is beause the actual health value is being updated alot faster then the heal progress bar.


For me it is faster to look a the progress bar then the actual value.
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xtarsia
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Re: Health value reaching zero when health bar at 50% ???

Post by xtarsia »

server side is your ping time ahead of client side.

if you explaineing what i think u are
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sprite
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Re: Health value reaching zero when health bar at 50% ???

Post by sprite »

When you die, the health bar dims and shows your "negative health" value that has to be healed before you are rezzed.
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iwojimmy
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Re: Health value reaching zero when health bar at 50% ???

Post by iwojimmy »

A long time ago there was a problem with the Team bar not updating, leading to people not getting healed when they needed it, party wipes, and much distress. This has been fixed, but the workaround for it is still useful, and may be adapted to your problem also.

In your game configuration, go into inscene, and set it up to display your own HP over your head. Unless its just the "negative" HP that needs to be healed before you can be rezzed as Spriteh suggested, which appears as a much darker red than normal.
A lot of people set things up to show allies HP, sap stam and even focus, ( dont know why :p ) So they can heal people who need it etc..
This only works within about 20m range, and some players find it obtrusive and dont do it, but try it and see what you think.
g00st
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Re: Health value reaching zero when health bar at 50% ???

Post by g00st »

guess strange things happen in atyss.

I once got whacked by Rippa even thou i'd clicked in invuln before the last hit. :(

maybes its something to do with lag? aka homin concussion
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jared96
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Re: Health value reaching zero when health bar at 50% ???

Post by jared96 »

g00st wrote:I once got whacked by Rippa even thou i'd clicked in invuln before the last hit.
I have been hit after clicking INV 5 or 6 times :)

I have been hit when mob was no longer on my compass (long arms I guess)

I have even observed and screenshotted getting killed after system recognizes that INV was hit with sysinfo saying:

"You invoke invulnerability aura
BigBadMob hits you for 789 damage"

TS says its the inevitable lag (and me on a 30,000 kbps connection) and something about server side messages being returned in reverse order when they close enough together. I kinda get the same feeling tho as when I call hardware tech support and they answer "upgrade your video card drivers". :)
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akicks
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Re: Health value reaching zero when health bar at 50% ???

Post by akicks »

jared96 wrote: "You invoke invulnerability aura
BigBadMob hits you for 789 damage"
This last one happens because you hit invun after the creature attacked you. The order you see them in is not the order the server see's them in (because of the time it takes for information to get from one place to another).
naratuul
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Re: Health value reaching zero when health bar at 50% ???

Post by naratuul »

akicks wrote:This last one happens because you hit invun after the creature attacked you. The order you see them in is not the order the server see's them in (because of the time it takes for information to get from one place to another).
First rule of client-server applications. The server always wins!
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iwojimmy
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Re: Health value reaching zero when health bar at 50% ???

Post by iwojimmy »

naratuul wrote:First rule of client-server applications. The server always wins!
Second rule: Client = loser
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jared96
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Re: Health value reaching zero when health bar at 50% ???

Post by jared96 »

akicks wrote:This last one happens because you hit invun after the creature attacked you. The order you see them in is not the order the server see's them in (because of the time it takes for information to get from one place to another).
Doesn't sound right.....it may talke some time for info to get from one place to another but it shouldn't take more time for one piece of information longer than the another. Better yet, how could a mesage get from the client to the server (I hit INV) and back to the client (we recognize you hit INV) faster than a one way message (I hit you) from server to client. Tech Support's explanation sounds more logical, which basically is saying that "they crossed in the mail":

Me hitting INV means I hit INV, the server recognized it and sent the message back to me to display in sysinfo. Now how could a message from the server, saying I been hit for 789 arrive after the INV message if they both traveling at the same speed unless the hit was after ?

Again, as TS explained, there's a code burp whereby messages "in" to the server aren't processed right away when something is going on and the output happens in reverse order. So if the "INV was activated" message arrives at the server, a response is sent back to me saying it was activated but the engine is still trying to decide whether or not I am going to dodge, evade or parry whatever. After it decides and the allows the mob to strike, then it asks the input side "what did you want from me again ?" At that point, it's "oh nevermind".
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