Entropy Report post Posted February 24, 2007 Ok, now we need to test the second part of the collision system: What happens when someone is between the shooter and the target. It can be an NPC, another player, animal, monster, etc. For the time being all of them are considered to be 1.80M tall, including the small animals such as the rats. Later on we will change this, but right now this is good enough for testings. Wide animals ocupy only one single tile, even the dragon, and this will probably stay in the game, because it is relatively hard to change. So go on the test server, split in groups of 3-4 and use the #ct command to fire at eachother, with someone standing between the shooter and the target. Post any anomalies here, preferably with a screenshot. If you don't know how to go on the test server, it's port 2001 in el.ini. If you don't know what that means, do not bother. Share this post Link to post Share on other sites
Atlantis Report post Posted February 24, 2007 (edited) Both of these are traces from me to Wingalings. Is sitting supposed to be ignored? It looks like I should be able to hit Wingalings in the second screenie, but I can't. bkc<-->atl = clear wing<-->bkc = blocked Edited February 24, 2007 by Atlantis Share this post Link to post Share on other sites
Entropy Report post Posted February 24, 2007 Yes, we do not test sitting now, we just test if an actor blocks the path properly. Next version will test for the proper heights and sitting. Share this post Link to post Share on other sites
Ermabwed Report post Posted February 24, 2007 Atlantis second picture raises the question wether you are using discrete geometry (i.e. the game tiles) for calculating wether you can hit somebody or not. If you are it might yield some "funny" results" Take a checkered paper and draw a line of squares on it to see what I mean. This might not be exactly helpful but might provide some reasoning as to why you aren't able to hit somebody even thought the path seems clear or why you might want to make your algorithm include more possibilities Share this post Link to post Share on other sites
Entropy Report post Posted February 24, 2007 I know why it doesn't work. Sometimes it doesn't work with one single ray, but it does with multiple rays. Share this post Link to post Share on other sites
Entropy Report post Posted February 26, 2007 Ok, let us test now the sizes of actors. For example, you should now be able to fire above a small animal, or a peron sitting down. Sitting next to a bigger animal should block you from someone shooting at you from the other side of the animal. Please note that the animals occupy only one walking tile (a step) so sometimes larger animals will not shield you from some angles (this is a very hard to address problem). Everything else is the same. Share this post Link to post Share on other sites
Guest Tha Kyzzle Report post Posted March 4, 2007 (edited) I did a couple of tests with Garnin and Cael in LakeSide and we found 2 things that might not be right. Should we be able to shoot through Trik in the first image? And in the second image we can hit each other through the boat to IP, but, when i sit down Cael said his path to me was blocked. IMAGE 1 IMAGE 2 Edited March 4, 2007 by Tha Kyzzle Share this post Link to post Share on other sites
Entropy Report post Posted March 4, 2007 Yes, the NPCs are not taken into account for the time being. Share this post Link to post Share on other sites
Cleo Report post Posted March 4, 2007 Ok theres a bug on the Test Server, at Co-ords 60,106 you seem to dissappear but the path is still clear. It also happens at 41,93, 70,91 on Isla Prima. Share this post Link to post Share on other sites
Entropy Report post Posted March 4, 2007 Isla Prima doesn't count, the test server has a new map. Share this post Link to post Share on other sites