death timer in houses can be wrong

Forum Archive - from http://theuniversal.net
Locked
User avatar
zaroba
World Owner
World Owner
Posts: 7257
Joined: Fri Oct 10, 2003 11:06 pm
Location: Hereford, PA
Contact:

death timer in houses can be wrong

Post by zaroba »

Software:Universal Client
Version Number:all so far
________________________________________________________________________
Location
in-game, in-home
________________________________________________________________________
Description:
if you only put drinks in a house, the death timer reports a wrong time.
this is very misleading (especially to new players) since they might stock tons of a cheap drink and see the counter say 25 days, but comeback 5-10 days later and find themselves dead from the lack of food that they diden't know they needed.
________________________________________________________________________
Steps to Replicate:
put any amount of drinks in a house, the more the better
look at the timer
User avatar
Mit
Staff
Staff
Posts: 3551
Joined: Sun Sep 21, 2003 10:14 pm
Location: Unknown

Post by Mit »

bump
User avatar
Mit
Staff
Staff
Posts: 3551
Joined: Sun Sep 21, 2003 10:14 pm
Location: Unknown

Post by Mit »

I've checked this on a current hunger & thirst setup and seems ok to me. It did produce slightly odd effects (described below), but fundamentally there shouldnt really be any reason that the client would get that wrong - when calculating the 'time till death' on the leave screen it uses exactly the same code as the server - simulating each day just as the server does when it calculates the health effects for real.

The 'odd effects' i saw :
In an empty home, i was told i would die in 22 hours due to thirst.
After stocking 5 drinks, i was told i would die in 5days due to hunger.
After stocking 200 drinks, i was then told i would die in 50 days due to hunger.

This seemed a bit wrong to me - but actually the calcs were correct and (theoretically) that is how long i would have survived. Tho my chap was losing health by being very very hungry, he was also recovering health by being completely satisified, thirst wise. (i.e. because of the "Low Needs Health Gain Modifier" ). Not great settings, true, but the code seemed ok.

Have you got a specific instance of this to look at? Any chance you're getting similar effects from combinations of the life settings?

(p.s.. there is an argument to say that when someone is starving, they shouldnt gain any health from the 'low needs health gain modifier' even if they are fully satisfied for thirst. Easily changed if everyone agrees on it..)
Locked