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Glitches on default (Estoril '88) map - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Community (https://www.vdrift.net/Forum/forumdisplay.php?fid=3) +--- Forum: Cars & Tracks (https://www.vdrift.net/Forum/forumdisplay.php?fid=11) +--- Thread: Glitches on default (Estoril '88) map (/showthread.php?tid=1054) |
Glitches on default (Estoril '88) map - Racecar56 - 01-31-2009 O_O I'm using the stable edition, and I find that I can go straight through the trucks with 'FIRE CAR' in front of them, and the ground to the left behind them, is un-collide-able! hock: I downloaded the SVN just now and it has it too! hock: I think it's a collision error. Check out the screenshots. Screenshots Area whre it happens: ![]() The action: ![]() ![]() (sorry for escape menu, it was dev version, which dosen't let printscreens unless you go on escape menu) >: ( I think its SVN r325. I HAVE VERIFIED THIS ON SVN. I HAVE VERIFIED THIS ON STABLE 2008. The fire car trucks are fixed in SVN R326, so this isn't a problem. this is my first post EVER! It's easy to go 'behind the scene' in the Dijon-Prenois map, VERY easy. The Michelin sign isn't colliding but I'm too busy to put up pictures. - joevenzon - 01-31-2009 Looks like the track is Estoril '88. - joevenzon - 01-31-2009 Wow, I don't know how you ever got into that spot in the first place... but it should be fixed in data R326 (so, go to your data folder and do svn up). - Racecar56 - 01-31-2009 I went through one of the red trucks on those itty bitty roads. I found out because one of my turns made my car go nuts, and for that reason, found that glitch. I'll svn up right now. EDIT: OK, the trucks are colliding now, but the ground is still not colliding. Here is a very easy way to reproduce the bug. I'm using development version, you should too. Go to the Estoril '88 map. Go forward quite a bit until you reach the big sign. Turn left to that little road, go down it a bit until you notice a 'parking lot' like area with a campari sign. Go there, then drive CAREFULLY down that road. To the right, you will see brown ground. Just drive into it... and you will fall into the never-ending abyss of death. Drive forward, and you will run into a red truck, where-as in the previous SVN and stable versions, you'd go straight through. hock: [/i]
- alex25 - 01-31-2009 Racecar56 Wrote:OK, the trucks are colliding now, but the ground is still not colliding. Here is a very easy way to reproduce the bug.that was intentional on my part. objects you have no business of colliding with (i.e. not part of the race track) are left non-collide-able. this way one will soon figure out they should stick to the actual race track. --alex-- - thelusiv - 01-31-2009 alex25 Wrote:that was intentional on my part. objects you have no business of colliding with (i.e. not part of the race track) are left non-collide-able. this way one will soon figure out they should stick to the actual race track.I would think that leaving things that don't need collision to be non-collidable would be a good idea since this should speed up collision detections. But it does make sense to keep players from falling into holes when they make mistakes. Maybe a simple flat barrier (possibly untextured, invisible) in front of the area that is non-collidable to keep cars from going through it and falling. - alex25 - 01-31-2009 thelusiv Wrote:[Maybe a simple flat barrier (possibly untextured, invisible) in front of the area that is non-collidable to keep cars from going through it and falling.since we don't really have a joe-object editor that would mean going back to the 3ds file, adding the barriers in blender, re-exporting, etc. too much trouble for what it's worth. there is plenty of other things i'd rather have fixed first (like extending the collision box to cover the wheels for open-wheel cars, the ability to have more than 4 points specify a track segment, damage model, etc.) --alex-- - Racecar56 - 01-31-2009 I kind of didn't think it was really worth fixing either, but I just wanted to make sure everyone noticed it. - joevenzon - 02-01-2009 thelusiv Wrote:I would think that leaving things that don't need collision to be non-collidable would be a good idea since this should speed up collision detections. You got it. It'd be simple to make everything collide-able, but there'd be some performance hit... not really sure how much, though. - Racecar56 - 02-02-2009 I agree, maybe put a invisible, flat 'floor' below that 'hole'? It would look like the car was in the dirt (lolwut) but it would keep it from falling... into the great... abyss... :O And also an invisible non-textured wall (because the ground is sloped). It would definitely keep them from falling, but it would look nuts, and I don't think it would lag as bad as making the things 'true objects'. - joevenzon - 02-02-2009 Racecar, you might want to do some experiments with the list editor tool and see how much performance impact there really is when everything becomes collide-able... it might not be that bad. |