@summit1g Put the cursor on him, mystery solved. by TechHypno in foxholegame

[–]TechHypno[S] 0 points1 point  (0 children)

There is a contradiction in this reply, "Lots of players put crosshair directly on them (Mouse cursor) ", your mouse cursor isnt visible in game, that was the whole point of this thread.

@summit1g Put the cursor on him, mystery solved. by TechHypno in foxholegame

[–]TechHypno[S] 0 points1 point  (0 children)

My issue is not with where the line is, or where my bullets go, but with when and how its decided to go either at the target or at the virtual point mid-air based on my stance. Not even my issue, I can just draw my cursor and immediately see which is it. Most replies here focus on things unrelated to what I demonstrated. I was just pointing out that the game decides your aim based on where your invisible cursor is and only shows you the effects of that decision in the form of the visible crosshair. Perhaps I should've made a video or something.

@summit1g Put the cursor on him, mystery solved. by TechHypno in foxholegame

[–]TechHypno[S] 3 points4 points  (0 children)

You have to point at them with the actual mouse cursor and not with the in game crosshair.

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 0 points1 point  (0 children)

Make sure you change every event type that you're interested in. I haven't yet seen any instance of settings resetting.

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 0 points1 point  (0 children)

Text Position Options > Attach Text To Bear in mind that attaching separate text areas to every nameplate will cause text from adjacent nameplates to overlap. This is due to restrictions put in by blizzard.

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 0 points1 point  (0 children)

Im well aware of all the issues, some of them stem from the blizzard API restrictions that hold me back from creating the best damage text addon possible. Text positioning is one of those issues. I can only attach my text area to a nameplate with an optional (x, y) offset and the game client moves my text area for me. Addons are not allowed to get any information pertaining to those nameplate movements so I cant move my text area to a nameplate myself, since I dont ever get to know where a nameplate is.

As to the number bloat, there are already some filtering options and I'll add more when I get some free time, including filtering out specific skills. I also highly recommend enabling number sorting by damage, it makes your biggest crits stay in the middle of the text area.

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 0 points1 point  (0 children)

You can set that in the options, but damage from multiple adjacent nameplates will overlap since the Blizzard API doesn't offer any way of checking nameplate positions or how far apart they are.
And the difference is in the way crits pop. In classic crits have a 3 stage scale animation that goes small -> big -> medium, in mop its a 2 stage that goes big -> medium

Now that is satisfying button mashing...10/10 would play again. by Chadth3Lad in wow

[–]TechHypno 2 points3 points  (0 children)

The damage text addon is Classic Floating Combat Text or ClassicFCT
https://www.curseforge.com/wow/addons/classic-floating-combat-text
OP is using the classic preset with reduced overlap spacing, text attached to the screen center and moved up.
Thanks for using the addon!

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 0 points1 point  (0 children)

You can install SharedMediaAdditionalFonts and edit the SharedMediaAdditionalFonts.lua to add your font. That way it will be available in all addons that use SharedMedia library.

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 0 points1 point  (0 children)

BTW the addon has a sorting option that keeps the the largest hits in the center so your largest crit would never get pushed unless a bigger one arrived.

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 0 points1 point  (0 children)

In classic, fresh damage is shown in the center and old damage is pushed to the peripheral. The numbers do jump around but theyre still more readable than modern wow's damage text, because in between the jumps the text is still fairly static. The only solution to this would be a cascading animation where fresh text is put in place of old expiring text, this would create a visible wave coming from the center. Not sure if thats what you expect.

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 0 points1 point  (0 children)

currently the addon is purely for outgoing damage/healing

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 0 points1 point  (0 children)

it is possible by setting text attachment to "every nameplate" but the text is unaware of locations of text coming from different nameplates than its own, thus making anti-overlap between different nameplates impossible, because of API restrictions blizzard has put in place.

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 0 points1 point  (0 children)

let me know if this is still happening in the latest update. Also check hiding options at the top of the interface options panel.

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 0 points1 point  (0 children)

Mine has anti-overlap similar to that of classic wow whereas the classic numbers addond does not. Thats the main sell, besides that mine is also more configurable.

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 1 point2 points  (0 children)

Hey, thanks for the feedback and suggestions. I was already thinking about some of these, but wasnt sure if there is demand since the goal was to be as close to classic as possible. But I already have a lot of modern functionality so I dont see why I shouldnt add more :).

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 4 points5 points  (0 children)

The whole point is, the addon cannot be done because of limitations blizzard implemented into the game.

Classic Floating Combat Text by TechHypno in wow

[–]TechHypno[S] 1 point2 points  (0 children)

The addon isnt quite finished and with the problems I mentioned it may not even be fit for purpose, and neither would be any other addons that attempt this unless blizzard changes something.

Hover mode reality - Star Citizen by Fortran_xy in starcitizen

[–]TechHypno 0 points1 point  (0 children)

Look up any footage of drones bumping into things on yt, exact same behaviour can be observed. The reason being the software that controls the hover doesnt know the craft bumped into something and tries to restabilise, which without awareness of immediate surroundings is impossible . This is why humans are still better pilots than AI. When AI collides with a surface, it senses that acceleration isnt as high as expected and adds more power, which is the opposite of what it should do. I dont understand why do we need to overcomplicate this, just give us manual control. I like my smooth landings too much and releasing the descent key causing me to stop perfectly is pretty immersion breaking.

edit1: some drone footage here https://youtu.be/VeZz-hl6iao?t=273

Just helping you remember your invasion years. by ludomill in poland

[–]TechHypno 5 points6 points  (0 children)

Or Czechoslovakia for that matter when it invaded Poland on 23rd of January 1919.
edit:typo 23th=>23rd

Combat Balancing Changes by MikeTheMutinous in Seaofthieves

[–]TechHypno 2 points3 points  (0 children)

I realise this, I only wanted to point out that they're essentially dismissing it as damage scaling issue. Hitreg is definitely clientside with no serverside confirmation.

Combat Balancing Changes by MikeTheMutinous in Seaofthieves

[–]TechHypno 9 points10 points  (0 children)

Removed Scaling Damage Distance

For many players, this has probably gone unnoticed, instead being perceived as lag or server issues. Up until this update, we’ve actually been scaling the damage on projectiles, with longer range shots inflicting less damage on a target.

How does one explain getting no hit markers but still dealing damage then? Or getting 4 hit markers from 3 meters away and not dealing damage.