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We need to test the collision code

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Well, Schmurk did an excellent job and implemented a colision detection library based on my specifications so that I could add it on the server.

It's been a lot of work on his part, so remember that next time you see him in the game :blush:

 

Anyway, given the fact that this library has not been tested very extensively in a real environment, there might be all kind of problems, so it is very important that as many people as possible test this.

 

Right now the test server has a test command, called #ct

The syntax is: #ct player_name

 

This will draw a virtual (unseen) ray from you to that player, and will report if the ray can go through, or if it is blocked by some obstacle (such as an object or a tile).

For the time being we are ignoring the players, so you can shoot through players; we are only focusing on the environment for now.

 

The result of the #ct command will be "path clear" or "path blocked". It will also display all kind of information.

 

Here is how to test it:

1. Go on the test server (port 2001). If you don't know how to do that, don't bother.

2. People need to team in groups of 2 or 3. Larger groups are OK, but smaller are better.

3. Each group should go in different areas/maps.

4. One player from the group will use the #ct command in conjunction with the players from their group.

5. The other players from the group will do the same.

6. If you detect strange situations, where you believe that a ray should/shouldn't hit but it didn't/did, then post the details here, including to the map you were in, and the coordinates given by that command. Please use common sense, and do not report scenarios where it works as it is supposed to work, had you been paying attention.

 

 

Things to keep in mind:

a. The path is asymmetric. That means that sometimes it is possible for one player to fire at another, but not the other way around.

b. The center of the ray goes from about chest hight for humans, to the chest of the target player. For the time being, all the races are assumed to have the same height, the one of a normal human.

c. If you target is sitting, then the ray goes lower, to about his head when sitting.

d. If you are sitting, the ray will not go from your sitting position, but from the standing position. The idea is that you won't be able to fire arrows while sitting, so this is for testing only anyway.

 

If you have questions, let me know.

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Bug1.jpg

 

In tarsenguard coords 84, 271 :blush:

 

Bug2.jpg

Also Tarsenguard

 

Tg magic school:

[21:51:21] Tracing ray from x:123, y:64, z:1.500000 to x2:116, y2:64, z2:1.500000

[21:51:21] Path clear

Edited by Kidberg7

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[20:16:05] Tracing ray from x:43, y:101, z:1.500000 to x2:42, y2:101, z2:0.500000

[20:16:05] Path blocked: x:21.000000, y:50.750000, z:0.000000

 

In VOTD we couldnt hit someone standing right next to us if they where sitting. It seem to only happen if both where at a certain angle.

I was in Valley of the Dwarves [43,101]

Edited by RunTime

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First ones don't look buggy to me, the ray doesn't go straight, it goes some amount of deegres up then down right? Like 45 deg for max range?

 

This is from VOTD, this passage always looked small :blush:.

 

ct.jpg

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Iscalrith Insides 591x665 (near destina storage) is a map bug. The interesting aspect is that it is big enough for 2 people to have their own private arrow war under the rock. You cannot shoot in/out of the rock, as expected because of the boundary. So the code is probably doing exactly what it should and checks for collisions, which, while you are under here, there are no collisions.

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Willow tree seems to have projectile projection

 

x:321, y:275 willowtree forest

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With help form Zarariel and Atlantis, we did a bunch of testing. Most of the time things worked great. We did find a few spots that looked wrong. These may not all be bugs, but they caused us to say "that's not right" so I'm reporting them.

 

Sitting on opposite sides of a mine cart (looks blocked)

[19:33:54] You are in Idaloran Mine. [332,372]

[19:33:49] Tracing ray from x:332, y:372, z:1.500000 to x2:322, y2:372, z2:0.500000

[19:33:49] Path clear

 

Sitting on opposite sides of a tombstone (it LOOKS blocked, but not sure)

[20:05:26] You are in Idaloran [199,373]

[20:05:30] Tracing ray from x:199, y:373, z:1.500000 to x2:200, y2:375, z2:0.500000

[20:05:30] Path clear

`

Both standing INSIDE a tent. Fails both standing and sitting (but looks clear).

[20:20:19] You are in Bethel - Northern tent village [134,159]

[20:20:19] zarariel: yeah

[20:20:23] Tracing ray from x:134, y:159, z:1.500000 to x2:134, y2:158, z2:1.500000

[20:20:23] Path blocked: x:67.250000, y:79.257645, z:1.500000

 

I'm standing, they are sitting. Blocked for me, but clear for them

[20:25:00] You are in Bethel - Northern tent village [143,158]

[20:25:07] Tracing ray from x:143, y:158, z:1.500000 to x2:142, y2:158, z2:0.500000

[20:25:07] Path blocked: x:71.000000, y:79.250000, z:0.000000

 

Me sitting, they are standing with a wall between us.

[20:29:25] You are in Bethel - Ruined town of Betha [99,120]

[20:29:29] Tracing ray from x:99, y:120, z:1.700000 to x2:104, y2:120, z2:1.500000

[20:29:29] Path clear

 

Both sitting with a wall between. Clear for me, but blocked for them.

[20:31:44] You are in Bethel - Ruined town of Betha [104,119]

[20:31:46] Tracing ray from x:104, y:119, z:1.500000 to x2:99, y2:120, z2:0.700000

[20:31:46] Path clear

 

I'm sitting, they're standing. I can hit them, but they can't hit me. (this one MAY be ok, it just looks blocked)

[20:36:16] You are in Bethel - Ruined town of Betha [99,95]

[20:36:19] Tracing ray from x:99, y:95, z:1.500000 to x2:100, y2:105, z2:1.500000

[20:36:20] Path clear

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cttest1.jpg

 

Only certain side of bush blocks the shot. Should be the last 2 I am talking about.

 

Also this maybe correct, but you can only shoot at someone in a booth from the open side, but not the front.

cttest2.jpg

 

but look shooting over a higher object is clear

cttest3.jpg

Edited by JohnTheWarder

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in IP,

[03:52:43] Tracing ray from x:115, y:129, z:1.500000 to x2:102, y2:140, z2:1.500000

[03:52:43] Path clear

 

normaly, a bush at chest level would block my arrow

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We only tested 2 of the 4 pillars, but I assume they're all showing clear:

 

These are both in Vermor Castle in Whitestone.

 

Standing on opposite side of a pillar

[19:04:52] You are in Castle Insides [166,75]

[19:04:56] Tracing ray from x:166, y:75, z:1.500000 to x2:164, y2:75, z2:1.500000

[19:04:57] Path clear

 

And...

[19:07:02] You are in Castle Insides [166,86]

[19:07:05] Tracing ray from x:166, y:86, z:1.500000 to x2:164, y2:86, z2:1.500000

[19:07:06] Path clear

Edited by bkc56

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to add to the above post, we werent quite positive if it was working right or not, it seemed odd that when i stood i made myself a bigger target yet couldnt be hit but sitting im a smaller target but could be hit

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Yes, this is one of the rare situations where it doesn't work right, but right now we are only testing the collision detection.

What happens is that when he sits the arrow goes through the empty space in the 'fence' object, but when he stands the arrow stops in the fence, because the aim is higher.

When we will implement the actual archery skill, depending on your skill level there will be one, two or three rays drawn from one player to another, at various heights. There will also be an error factor based on various factors as well, so for example a n00b archer will sometimes miss and sometimes hit a target from the same position, while a pr0 will hit most of the time.

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