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IMYSC2000T

Joined: 17 October 2004
Posts: 237
30 October 2004 08:40 (UK time)

In one of the last levels of the Meteor 2 1.31 Beta that I tested there was a controllable Mech, and I absolutely loved it. But there's a slight problem, error, or bug, or whatever one might call it, that detracts from the fun. There is a conveyor belt in that level that goes through a building and passes the front entrance to the inside of the building, and apparently if the Mech goes on the conveyor belt, the slow movement of the mech in combination with the speed of the conveyor belt and a slight clipping (or lack-there-of) problem causes the Mech to get stuck in the aforementioned building. As soon as the Mech is moved even near the conveyor belt, I get dragged onto the Conveyor Belt and it spins me around, and once it gets to the building that it goes through, I get stuck to the walls and all the while the conveyor belt keeps trying to push me (the mech) forward, which (in combinations with a little bit of movement to struggle and free one-self) results in the Mech actually going through the walls and going inside the building. Now, this strange phenmenon would be at least Tolerable if there was an exit, but the door-way (or entrance) to that building or room is too small for the Mec to go through, which means once I'm inside the building, I'll either be stuck there or if I want to get out I'll be forced to abandon my precioussss mech.... :( And I believe the slightly quirky controls may also be suspect in helping to further screw things up, because it looks like the Mech should fit through that entrance, but it gets stuck and won't even begin to go throuhg it. Of course even if it somehow magically DID manage to get loose and go through the entrance (which seems unlikely), this would still be a bug because the Mech shouldn't be forced through the walls in the first place (I'm not sure if that's a clippin-like error or if the objects' interactions with each other and the boundaries related to them are not absolute and solid).

P.S.: I couldn't find this topic to have already been posted before, so if it has already been reported, I apologize for this duplicate thread....

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James Bunting
Joined: 17 September 2003
Posts: 1308
31 October 2004 11:17 (UK time)

Don't worry this perfectly valid topic.

The truth is that I am aware of this. Basically there is no collision detection for objects moving on conveyors (but there is when they move normally), this will be added some time soon (the whole collision detection code needs some work).

James.

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IMYSC2000T

Joined: 17 October 2004
Posts: 237
31 October 2004 18:40 (UK time)

OK cool. But will the re-working of the collision detection code actually make it easier for the mech to move through the door that it should seemingly fit through as well? (This ties in with the other topic I posted, because the collision detection may afterall be a part of the problem for why the player's character or any vehicles or aircraft that he/she is controlling won't fit through some not-so-tight spots. ).

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Assain

Joined: 02 November 2003
Posts: 979
31 October 2004 20:34 (UK time)

Also, planes and hovercraft move on conveyors too! =P

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James Bunting
Joined: 17 September 2003
Posts: 1308
01 November 2004 00:00 (UK time)

Yeah I know about that too, its on the minor things to do list. Actually I have a very large list of sorted tasks.

I have made some more major changes in beta 1.32 which will be available in a matter of minutes.

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IMYSC2000T

Joined: 17 October 2004
Posts: 237
01 November 2004 10:11 (UK time)

Is my set of suggestions part of the changes?

Edited: 01 November 2004 10:12


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