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Wall fix can be rather intrusive [message #453748] Fri, 09 September 2011 09:24 Go to next message
Jerad2142 is currently offline  Jerad2142
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Things like not being able to shot over the wall on hourglass is really annoying when being a grenadier, but I suppose we'll get used to it in time.

EDIT: Firing is blocked in the above picture.
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[Updated on: Fri, 09 September 2011 11:10]

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Re: Wall fix can be rather intrusive [message #453785 is a reply to message #453748] Fri, 09 September 2011 11:06 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Jerad Gray wrote on Fri, 09 September 2011 18:24

Things like not being able to shot over the wall on hourglass is really annoying when being a grenadier, but I suppose we'll get used to it in time.


What do you mean, exactly? Surely you could explain the problem a bit more clear than this?


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Re: Wall fix can be rather intrusive [message #453786 is a reply to message #453785] Fri, 09 September 2011 11:10 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Woops sorry, meant to say I can't shoot in that picture.

I'm going to go ahead and assume that it's a bounding box collision your checking probably beings the gun is unable to fire even when the wall isn't directly colliding with the guns mesh itself. Personally, I'd think it'd work better to drop a ray down the Y axis from the muzzle bone, and just spot you from firing if that's intersected.

That'd at least make sure you still can't shoot though walls, and in addition you wouldn't be prevented from firing when a mesh crosses though a point that isn't even on the gun.


[Updated on: Fri, 09 September 2011 11:30]

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Re: Wall fix can be rather intrusive [message #453805 is a reply to message #453748] Fri, 09 September 2011 12:07 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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My guess is that you are actually sticking your gun into the wall in that scenario, but it's just not being displayed like that in first person. There's probably not much that we can do to fix this while keeping the shoot-through-walls fix. fyi: it's already casting a ray.

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Re: Wall fix can be rather intrusive [message #453830 is a reply to message #453805] Fri, 09 September 2011 15:01 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Wouldn't it be better to cast a ray in first person instead of third, or can't you differentiate between them?

Re: Wall fix can be rather intrusive [message #453834 is a reply to message #453748] Fri, 09 September 2011 15:21 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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It should cast the ray from there position where it fires from. I'm not exactly sure how the code for it works, but I think that's what it does. We can differentiate between first and third person, but eventually it should still fire from the gun, and not the eye, right? Wink

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Re: Wall fix can be rather intrusive [message #453841 is a reply to message #453834] Fri, 09 September 2011 16:17 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Well I'd think.... ah wait I see what you're saying, I suppose that does make it rather to draw a ray from MuzzleA when you don't know how the gun is angled, maybe you could draw it to the first person gun bone?

Re: Wall fix can be rather intrusive [message #453967 is a reply to message #453748] Sat, 10 September 2011 13:23 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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Not sure; the code is very incorrect, but that is necessary to avoid fixing the PT-though-walls fix. It's currently casting with an undefined offset from the start of the gun. I'm sure that if we'd attempt to change it to work differently in first person, we would break/fix PT-through-walls again. I am actually not quite sure why it has changed at all, as far as I know the relevant code is almost identical to the original after we have undone several changes that accidentally fixed PT-outside.

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Re: Wall fix can be rather intrusive [message #454143 is a reply to message #453967] Sun, 11 September 2011 12:47 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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StealthEye wrote on Sat, 10 September 2011 14:23

Not sure; the code is very incorrect, but that is necessary to avoid fixing the PT-though-walls fix. It's currently casting with an undefined offset from the start of the gun. I'm sure that if we'd attempt to change it to work differently in first person, we would break/fix PT-through-walls again. I am actually not quite sure why it has changed at all, as far as I know the relevant code is almost identical to the original after we have undone several changes that accidentally fixed PT-outside.

Are we talking about when you join games and the pt's would be gone, or is this an issue where the player is actually able to slip past the pt client side so they can't target it?


Re: Wall fix can be rather intrusive [message #454146 is a reply to message #453748] Sun, 11 September 2011 12:59 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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No, its the thing that allows players to use PTs from outside the back of the barracks for example. If we fix this thing *properly* then the ability to use a PT from outside a building would be 'fixed' (ie: you can't use it anymore) which makes some players go into a rene-rage because they can't play without such exploits.

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Re: Wall fix can be rather intrusive [message #454147 is a reply to message #454146] Sun, 11 September 2011 13:01 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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danpaul88 wrote on Sun, 11 September 2011 13:59

No, its the thing that allows players to use PTs from outside the back of the barracks for example. If we fix this thing *properly* then the ability to use a PT from outside a building would be 'fixed' (ie: you can't use it anymore) which makes some players go into a rene-rage because they can't play without such exploits.

Ah that bug, but if you fixed the server code that was causing the offsets of objects to be wrong client side they shouldn't be able to target though walls any more... because the pt's would be in the correct spots.


Re: Wall fix can be rather intrusive [message #454148 is a reply to message #453748] Sun, 11 September 2011 13:05 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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Indeed, but its deliberately NOT fixed like it should be because players rene-rage if we fix that 'feature'... hence the bodge sort-of-fix-thats-not-really-right instead. It was actually fixed properly in an earlier test build but we ended up un-fixing it because testers complained about it being fixed...

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[Updated on: Sun, 11 September 2011 13:06]

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Re: Wall fix can be rather intrusive [message #454151 is a reply to message #454148] Sun, 11 September 2011 13:11 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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danpaul88 wrote on Sun, 11 September 2011 14:05

Indeed, but its deliberately NOT fixed like it should be because players rene-rage if we fix that 'feature'... hence the bodge sort-of-fix-thats-not-really-right instead. It was actually fixed properly in an earlier test build but we ended up un-fixing it because testers complained about it being fixed...

That's a real shame, because in Rp2 as you get out from the center point the issue becomes more and more noticeable. By the time you're out at a point that is 10,000m out you have PT's hanging a good meter off the wall, and beings we use visible PT's it's quite noticeable (issue actually affects all simple objects, probably vehicle to).

Or it was an issue, we got it fixed in 3.4.4 by sending the position of the affected objects to the clients and then the clients would update the objects positions client side.


Re: Wall fix can be rather intrusive [message #454174 is a reply to message #453748] Sun, 11 September 2011 16:38 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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The thing you are talking about is not what is causing the access-PTs-through-wall bug. The targeting code is the real cause that you can access PTs through walls. According to your description, the position of the PTs are probably off due to netcode compression, which should be a pretty small offset in default maps. The compression was likely not designed for maps that big, but only causes minor offsets on stock maps. What about on 1p LAN? My guess is that the PTs are correctly positioned there (no netcode compression), but you can still access PTs through walls (targeting bug).

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Re: Wall fix can be rather intrusive [message #454176 is a reply to message #454174] Sun, 11 September 2011 16:45 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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StealthEye wrote on Sun, 11 September 2011 17:38

The thing you are talking about is not what is causing the access-PTs-through-wall bug. The targeting code is the real cause that you can access PTs through walls. According to your description, the position of the PTs are probably off due to netcode compression, which should be a pretty small offset in default maps. The compression was likely not designed for maps that big, but only causes minor offsets on stock maps. What about on 1p LAN? My guess is that the PTs are correctly positioned there (no netcode compression), but you can still access PTs through walls (targeting bug).

Yeah PT's are positioned correctly in 1 player LAN, maybe it would have been simpler to make it so you can't target the back of the PT mesh, but oh well.


Re: Wall fix can be rather intrusive [message #454269 is a reply to message #453748] Mon, 12 September 2011 04:37 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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No, that would fix PT access from the outside. Which is exactly what we don't want to do.

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Re: Wall fix can be rather intrusive [message #454688 is a reply to message #453748] Thu, 15 September 2011 07:37 Go to previous messageGo to next message
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It's also causing problems when wallhugging. I've had a reasonable amount of situations in which I tried to pull the trigger, but it just wouldn't go off.
Re: Wall fix can be rather intrusive [message #454690 is a reply to message #454688] Thu, 15 September 2011 07:51 Go to previous messageGo to next message
Caveman is currently offline  Caveman
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Dont wall hug?

CarrierII wrote

BLUEHTHEN YOU AR NOT JUST A BIG CHEATAS AND YOU THE BIG HEAD JUST YOU USE FLY H4X FUCK YOU BIG CHEATAS YOUR CHEATZ IS BAD YOU WANT I WRAUGHT THIS YOUR CHEATZ IS BAD HEY IS 1 YEAR YOUR PROMESS A FLY HAX IN MULTIPLAYER AND IS DONT JUST TROOPRM02 I TELL IT ALL WHO REPLYER IN THIS FORUM YOU CHEATZ

Please don't make me type something like that again, not using puntuation is annoying.


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Re: Wall fix can be rather intrusive [message #454696 is a reply to message #454688] Thu, 15 September 2011 09:13 Go to previous messageGo to next message
EvilWhiteDragon is currently offline  EvilWhiteDragon
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Spyder wrote on Thu, 15 September 2011 16:37

It's also causing problems when wallhugging. I've had a reasonable amount of situations in which I tried to pull the trigger, but it just wouldn't go off.

You can't shoot in walls. Oddly enough >.>


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Re: Wall fix can be rather intrusive [message #454697 is a reply to message #454696] Thu, 15 September 2011 09:23 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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EvilWhiteDragon wrote on Thu, 15 September 2011 10:13

Spyder wrote on Thu, 15 September 2011 16:37

It's also causing problems when wallhugging. I've had a reasonable amount of situations in which I tried to pull the trigger, but it just wouldn't go off.

You can't shoot in walls. Oddly enough >.>

Which I'm perfectly fine with, it's only when you can't shoot and the gun isn't visibly colliding with the wall that it bothers me, otherwise I think it's a good thing beings it'll keep people from shooting through the tunnels on islands.


Re: Wall fix can be rather intrusive [message #454723 is a reply to message #453748] Thu, 15 September 2011 15:12 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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so with 4.0 it's no longer possible to hit stuff you aren't meant to in 3rd person or does this only pertain to situations in which meshes overlap?

lol
Re: Wall fix can be rather intrusive [message #454731 is a reply to message #453748] Thu, 15 September 2011 15:58 Go to previous messageGo to next message
StealthEye is currently offline  StealthEye
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The first. You can only fire if your weapon is not colliding. You can stick your leg into the wall and still fire, if that's what you mean. Smile The bug here is caused because in first person, it seems like you hold your weapon at eye-height, however, when you look in third person, you'll see that your weapon actually collides with the wall.

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Re: Wall fix can be rather intrusive [message #454753 is a reply to message #453748] Thu, 15 September 2011 23:05 Go to previous messageGo to next message
Tunaman
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Earlier I couldn't shoot whilst standing in a tiberium field. Probably unrelated.

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Re: Wall fix can be rather intrusive [message #454754 is a reply to message #454753] Thu, 15 September 2011 23:58 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
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Tunaman wrote on Thu, 15 September 2011 23:05

Earlier I couldn't shoot whilst standing in a tiberium field. Probably unrelated.


this has always been some dumb shit that only happens in 3rd person


lol
Re: Wall fix can be rather intrusive [message #454769 is a reply to message #454754] Fri, 16 September 2011 06:23 Go to previous message
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yeah true... try scoping when hit by a chem warrior


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