SnailHunter ADMIN
28 days ago
Thanks John — this one was real, and the follow-up work is now done too.
The first half shipped earlier: the port had the original game's layering model backwards, re-shuffling every piece of scenery based on which platform layer your character stood on. That is gone; scenery now has a fixed place and each character, NPC, monster and drop is slotted into the layer it is actually standing on, the way the real client does it.
What I told you was still outstanding — the labels — is now fixed as well. Player and monster name tags, HP bars, chat balloons, medal titles, pet name plates and grave markers all move with the body they belong to. So if scenery hides a character, it hides their name too, instead of leaving a name floating over a bush. That covers the crowd of wandering townsfolk as well. Summons were landing on the wrong layer entirely because we were measuring from a point in mid-air; they now sit beside whoever cast them. The MapleTV screens, Mystic Door, minigame room signs and the ranking-board cameo labels are all sorted too.
One honest exception: floating damage numbers still draw on top of everything. The original game tucks them behind scenery like the labels, but that would mean losing sight of your damage mid-fight, so I left them visible and flagged it for Mark to call.
Please re-test the popping specifically: walk Henesys end to end both directions and confirm nothing changes depth as you move; ride every Free Market tier; check the Lith Harbor ship bow still passes in front of you on the dock; climb a ladder and a rope both ways. And if you can get two clients on one map, confirm the other player's body, name tag, HP bar and pet all hide and reappear together.
The first half shipped earlier: the port had the original game's layering model backwards, re-shuffling every piece of scenery based on which platform layer your character stood on. That is gone; scenery now has a fixed place and each character, NPC, monster and drop is slotted into the layer it is actually standing on, the way the real client does it.
What I told you was still outstanding — the labels — is now fixed as well. Player and monster name tags, HP bars, chat balloons, medal titles, pet name plates and grave markers all move with the body they belong to. So if scenery hides a character, it hides their name too, instead of leaving a name floating over a bush. That covers the crowd of wandering townsfolk as well. Summons were landing on the wrong layer entirely because we were measuring from a point in mid-air; they now sit beside whoever cast them. The MapleTV screens, Mystic Door, minigame room signs and the ranking-board cameo labels are all sorted too.
One honest exception: floating damage numbers still draw on top of everything. The original game tucks them behind scenery like the labels, but that would mean losing sight of your damage mid-fight, so I left them visible and flagged it for Mark to call.
Please re-test the popping specifically: walk Henesys end to end both directions and confirm nothing changes depth as you move; ride every Free Market tier; check the Lith Harbor ship bow still passes in front of you on the dock; climb a ladder and a rope both ways. And if you can get two clients on one map, confirm the other player's body, name tag, HP bar and pet all hide and reappear together.









