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Riuga's Rudn, Rdn, And Idn Simulators [Hc S2 Dark Room + Disease-Spacebar + Spacebar Mechanic + Stomp Counting]


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#21 rikolero

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Posted 10 July 2016 - 08:59 PM

Nope. It keeps telling me to find files one after the other. Anyways, if it's just the spacebar mech, I'm good. I got enough practice from RDN. Thanks.

#22 Riuga

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Posted 10 July 2016 - 09:28 PM

 rikolero, on 10 July 2016 - 08:59 PM, said:

Nope. It keeps telling me to find files one after the other. Anyways, if it's just the spacebar mech, I'm good. I got enough practice from RDN. Thanks.

Could you give me a list of all the missing dlls?

#23 rikolero

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Posted 10 July 2016 - 09:50 PM

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It's there in the directory. After libstdc++-6.dll that error pops up.

#24 Riuga

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Posted 10 July 2016 - 09:53 PM

 rikolero, on 10 July 2016 - 09:50 PM, said:

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It's there in the directory. After libstdc++-6.dll that error pops up.

I enabled static linking for those 2 dlls in the latest version so you shouldn't even be needing them.

#25 Riuga

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Posted 10 July 2016 - 10:12 PM

Edit: The things that sleep deprivation does to you.

This one is definitely fixed. Sorry for all the trouble.

Link updated.

Edited by Riuga, 13 July 2016 - 03:11 AM.


#26 Riuga

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Posted 14 July 2016 - 03:07 PM

Updated the IDN Simulator to make it more realistic. You now have 2 shots or 3 at most to nail the spacebar. This was improvised based on my actual experience in IDN. The ball will now chase you for 13 seconds afterwards as it does in IDN; afterwards, you will clear the round.

Also, fullscreen support has been added. Do be warned that the quality will be pixelated, however I can do nothing about it.

#27 Riuga

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Posted 05 May 2017 - 09:05 PM

Coming soon...

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The most complex DN mechanic simulator we've made to date...

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With chat box and multiplayer features...

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Brought to you by Alexander and I ("The TR Simulator Duo") as usual.

#28 Jakielyn

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Posted 07 May 2017 - 09:34 AM

What do you do about the Snake statue?
Lower its HP but don't kill it?

#29 Riuga

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Posted 07 May 2017 - 12:49 PM

 Jakielyn, on 07 May 2017 - 09:34 AM, said:

What do you do about the Snake statue?
Lower its HP but don't kill it?

Above 50% and it will start ticking damage until you lower it under 50% again. Kill it and a party wipe / near-party wipe happens. So yes, you are correct. The harder part is developing strategies to deal with these statues in a variety of scenarios (e.g. Red Wisp, 8 Breaths, Chaos, Tail Swipe, and MP wipes). For 8 Breaths, you can just divide your party in half. 4 will go CW and the other 4 will go CCW. This way, no one will have to run half the map at the end just to hit the statue.

#30 Riuga

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Posted 14 May 2017 - 03:21 PM

We're planning on posting the public release version of the latest simulator within the next 12 hours or so. I hope that this simulator will be of use to the EU and NA servers as they are about to get Rune Dragon Nest very soon. I consider this mechanic to be the hardest one in RuDN HC. If you can pass this with no deaths, your clear will be more or less guaranteed.

We're currently ironing the small details out. We've realized that the charge orb needs to be twice as large. I have decided to disable boss and clone collision at the last second as the hit boxes are too big (64x64) relative to the map, and this made dodging near the boss unrealistic as in the actual 3D nest, the boss' hit box is much thinner and thus passing around him will not be much of a problem.

#31 Riuga

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Posted 14 May 2017 - 08:59 PM

The download link should be up within the next hour or two.

#32 Riuga

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Posted 15 May 2017 - 12:09 AM

There we have it - the new simulator has now been added to the original post. All servers are a bit of a hassle to set up; there is nothing I can do about it. If you're able to set it up, do tell me what you think of the simulator. Feedback is appreciated. I hope that the NA and EU communities find this useful.

There may still be some bugs. Let me know if you encounter any. Once again, the lack of collision against boss and clone hit boxes is intentional. It is more realistic this way compared to having unrealistically big hit boxes (64x64) relative to the map.

Edited by Riuga, 15 May 2017 - 12:10 AM.


#33 rikolero

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Posted 15 May 2017 - 07:54 PM

Hmm. Looking forward seeing your video of your RuDN simulator.

Too bad I can't follow some of the instructions; I play in a net cafe.

#34 Riuga

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Posted 16 May 2017 - 12:16 AM

You don't need to portforward if you intend to play by yourself. Simply input a random port number (e.g. 19255), and connect to "localhost" when the client prompts for an IP address, without the quotation marks. Use the same port number as you did for the server.

I should be able to record some rounds with the team this Wednesday. I am also working on version 1.2 right now. I find that some type of indicator as to which player you are is necessary when there are 6 or more players in a round. I've also verified that the invisible attack issue still exists and will fix it.

Edited by Riuga, 16 May 2017 - 12:17 AM.


#35 Riuga

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Posted 16 May 2017 - 01:32 PM

Version 1.2 has been uploaded. The download link is the same.

You will only need to download the new client. The server was not changed.

Change log:

1) A bouncing arrow indicator will now be on top of your player in order to prevent confusion.
2) Invisible attack issue has been fixed.
3) Hit messages will now display for the hits that kill you.
4) You will no longer get debuffed from the boss charge after you're dead.

Edited by Riuga, 16 May 2017 - 01:56 PM.


#36 rikolero

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Posted 17 May 2017 - 08:18 PM

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What am I doing wrong?

Edited by rikolero, 17 May 2017 - 08:18 PM.


#37 Riuga

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Posted 17 May 2017 - 08:37 PM

Your address is "1". It should be "localhost". This was designed with raid teams in mind, thus I added a "remember last IP and port" feature, assuming that the party leader is the one hosting this and he doesn't switch locations every time. You need to select 'n' at this prompt since the IP (1) is incorrect.

#38 rikolero

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Posted 17 May 2017 - 09:14 PM

I got it running now, thanks.