Author Topic: Ships with faulty collision detection - report errors here  (Read 14726 times)

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Offline asyikarea51

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Re: Ships with faulty collision detection - report errors here
For that, I more or less can say, none of the sort.

Aside from being a half-hearted job and only halfway finished, the mission was one in a few which I used to test out new capship blob weapons (in addition to plot scenario-ing :lol:). I already took the standard blobs, gave them new attributes and renamed them. The original THT/Terran Turret doesn't actually exist anymore in the table, so if there was a stray TBM around it would've been easy to spot.

To cut it short, that's intended. :)

 

Offline blowfish

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Re: Ships with faulty collision detection - report errors here
Then why is that relevant? :wtf:

 

Offline Vasudan Admiral

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Re: Ships with faulty collision detection - report errors here
The type of holes I'm hunting here don't change like that - they're either always there or never there, so it really doesn't matter which build is used if the models are the same.

Anyway, it looks like a BSP flush and resave in PCS2 has fixed the Satis, but the Serapis remained faulty. Unfortunately upon doing a reconversion, the nice smoothing the POF exporter achieves was lost, revealing the model to be actually quite lumpy and an odd combination of low and high poly modelling.

As such I think I'll have to manually improve it at least to the point where all the horrible lines vanish. :\
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Offline Zacam

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Re: Ships with faulty collision detection - report errors here
So, I did some tests in 3.6.10b2 with all of the current files available.

GTF Ares: The middle of the "V" on the tail fins (flat exterior facing side, Left and Right side) shrouding the engines and the very tips. They are enclosed in the shield mesh, but still take damage.

GTF Loki: Left Side Pylon, Top-Front-Outside Corner. Shield mesh clips through this corner, exposing that portion, but I was unable to commit any damage.

GTB Ursa: Very bottom of the thrusters. Shield mesh clips through (helps to force engine subsystem off to find it precisely). This does expose the model to receiving damage in the exposed areas, but shots do not carry any further through the model. Both the inside and outside side of the thruster are affected.

GTB Medusa: Same problem as the Ursa, though to a lesser extent. Ship does take damage.

GTB Boaengers: No hole per-se and I could not cause any damage, but the Left Barrel's flat face (as you sit in the cockpit) is just barely protruding through the shield mesh.

GTS Hygeia: This thing might as well not have shields at all. They all seem to sit at the surface layer and just about every shot leveled at the ship (no matter how light the weapon) will cause damage. More spots than I can count.

Test Mission: Wanderers "Terran Parade" mission.
Exes Used: 3.6.9 and 3.6.10 by Turey's installer, every XT Build and every build posted since March 1st.
Test Weapon: 1/2 Power Subach HL-7
Test TBM: Every Ship had the following set by -shp.TBM: $Shield Regeneration Rate: 2.00
Screenshots: Yes.

I also noticed a disturbing # of ships begin drifting as I shot them, but I didn't track all of them or their rate of movement in relation to the number of shots delivered.

Next batch: Shivans and then Vasudans.
« Last Edit: June 03, 2008, 07:55:41 pm by Zacam »
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Offline Droid803

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Re: Ships with faulty collision detection - report errors here
GTB Ursa: Same problem as the Ursa, though to a lesser extent. Ship does take damage.

Do you mean Medusa?  :P
Interesting to find that so many models have shield defects...
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Offline Zacam

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Re: Ships with faulty collision detection - report errors here
I did indeed. Corrected. Thank you.
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"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Vasudan Admiral

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Re: Ships with faulty collision detection - report errors here
lol, you must be so sick of the shield fizz sound by now. :D

Nice work though - when I get home I'll see what I can do about the smaller holes, but I don't know if we should 'fix' the Hygeia. Might that make it tougher than it's been balanced for in-game? After all it hasn't been messed up in a HTL conversion that needs correcting.

Thoughts?
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Offline Mars

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Re: Ships with faulty collision detection - report errors here
Somone might want to go over it with a weapon that does 0 damage to shields but damages armor.

 

Offline Zacam

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Re: Ships with faulty collision detection - report errors here
Heh. I actually replaced the shield hit SFX with a blank file along with the weapons fire SFX. I knew ahead of time they would be annoying, even with XMPlay playing in the background.

I thought about making a weapon like Mars suggested, but I couldn't remember if such a weapon would then not reveal the shield mesh on impact, which was what I explicitly wanted to be able to see. The "holes" on the shield mesh would have never shown up if a a zero-shield-damage weapon did not show the shield hit effect. I also wanted to see how much of a concurrent overlap there was in the hit effect when transitioning shots from one quadrant to another, or at angles to quadrants, and wether or not any of them had any graphical rendering issues or corruption effects (jaggie spurs, flipped areas, etc).

Making sure the shields regenerated with a half power weapon ment that I could glide an entire sphere around the target and sustain fire doing it, to make sure the shield mesh followed the model at an appropriate distance.
« Last Edit: June 03, 2008, 11:12:46 pm by Zacam »
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"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline CaptJosh

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Re: Ships with faulty collision detection - report errors here
Zero shield damage weapons impact on shields. I was playing Inferno: Aliance just this evening and the Ripper cannon, which is an anti-hull weapon used on a couple bombers in the mod does impact shields. So does the mace, which is a kinetic weapon.
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Offline Zacam

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Re: Ships with faulty collision detection - report errors here
More Shield-Hit and Collision tests:

All Vasuan Fighters and Bombers are fine.

All Shivan Fighters and Bombers are fine.

Now for the big ships, and then a 5 of everything free-for all with beam-free-all.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
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"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline ShadowGorrath

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Re: Ships with faulty collision detection - report errors here
I think I flown into a Typhon via engine subsystem. But that could be cause I had a huge colision.

 

Offline Vasudan Admiral

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Re: Ships with faulty collision detection - report errors here
I couldn't find any holes on the Medusa - it seems pretty well covered. The Loki's error is too small to worry about, but I fixed the Ursa and Ares shields.

Not sure if I should do the same with the support ship though. :\

Edit: Oh, and the hole in the Seraphim shield has been fixed.
« Last Edit: June 08, 2008, 11:21:57 am by Vasudan Admiral »
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Offline Zacam

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Re: Ships with faulty collision detection - report errors here
Kick arse. Look foreward to shooting them some more.

Never noticed the Seraphim having a hole. **Edit: As to why I didn't notice, I failed to add it to the Test mission I was shooting at them in. D'OH! Holy Crap that is a HUGE hole there. innit?

I'll double check the Medusa and get some screenshots posted. **Edit: My bad. It was the Zeus, not the Medusa. But I cannot seem to get it to cause any damage now, even though it's the same problem as the Ursa (though smaller).
« Last Edit: June 08, 2008, 01:52:40 pm by Zacam »
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
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"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Stormkeeper

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Re: Ships with faulty collision detection - report errors here
I managed to fly into the Typhoon fighterbay subsystem once, I think. And this is only for canonical ships, yes ?
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Offline ShadowGorrath

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Re: Ships with faulty collision detection - report errors here
Also, one of the beam cannons from the Colossus fired through the Deimos without dealing any damage in the mission 'The Sixth Wonder'.

 

Offline Snail

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Re: Ships with faulty collision detection - report errors here
I managed to fly into the Typhoon fighterbay subsystem once, I think.
Normal of HTL? I'm assuming normal since the HTL one is barely 2 meters deep.


  

Offline Stormkeeper

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Re: Ships with faulty collision detection - report errors here
I think its the normal one; the one that the FSPort uses, it was the mission you had to defend the PVD Hope.
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