Author Topic: Ships with faulty collision detection - report errors here  (Read 14748 times)

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Offline Vasudan Admiral

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Ships with faulty collision detection - report errors here
It seems that there are a lot of ships with apparently faulty collision detection currently in the MVPs despite our best efforts to track them down. This is annoying me, so I'm asking the community to point out all models that have demonstrated behaviour such as:

  • Shots pass straight through shields when they shouldn't.
  • Shots pass straight through the hull of a ship.
  • Ships can pass through other ships, usually in specific places.
  • Sun glare can be seen through a ship when it should be blocked out.

If you've seen any of these things happen, or know of anything else that seems related, or see incorrect information anywhere in these lists, please let us know! For error reports, I'll need to know if it's a MVP or retail ship model, what type of error you saw, and especially for capships at least one specific location where shots can ghost through the hull. Makes them a lot easier to confirm and then fix. ;)

Note - we are NOT as interested in capship-capship collision detection issues, as these are handled very differently and there's almost always nothing we can do to fix it. Also, don't bother telling us that you've had no problems with a certain ship. This isn't a vote for the ones that affect the most people. ;)

I'll be updating these lists as I confirm and hopefully fix collision errors.

=== Ships with Unconfirmed Error Reports ===
  • Herc 1 - Possible hole in forward shield mesh, possibly due to old shield mesh being imported to new model?
  • Apollo - Significant collision problems reported.

=== Ships with Confirmed and Unfixed Errors ===
  • Serapis - Significant collision problems where shots pass through the hull, causing major mission imbalances.
  • Seraphim - Another possible hole in forward shield mesh.


=== Ships with Supposedly Fixed Errors ===
  • Satis - Sporadic holes that allow shots through.
  • Hecate - Cleared BSP cache in PCS2 and tested fine
  • Faustus - Reconverted and tested fine
  • Sobek - Cleared BSP cache in PCS2 and tested fine
  • Dis - Cleared BSP cache in PCS2 and tested fine
  • SAC3 - Cleared BSP cache in PCS2 and tested fine
  • Ravana - Used Strattcoms model instead - tested fine
  • Aten - Fixed. At last.

So, report away!
« Last Edit: June 01, 2008, 10:33:18 pm by Vasudan Admiral »
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Offline Zacam

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Re: Ships with faulty collision detection - report errors here
Zephyrus, the HTL Model. You can fly right through the front end and play ping-pong inside.
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Offline Vasudan Admiral

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Re: Ships with faulty collision detection - report errors here
Yeah - unfortunately the model is too far gone to be usable in the MVPs. It's a shame, but there'd be less effort involved in building a new model and texture from scratch than trying to repair this one I'm afraid.
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Offline phreak

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Re: Ships with faulty collision detection - report errors here
The HTL Ravana.  Shots are able to pass through it if you shoot the beam cannons from a certain angle.  It only seems to happen with primaries.
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Offline Droid803

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Re: Ships with faulty collision detection - report errors here
The HTL Ravana.  Shots are able to pass through it if you shoot the beam cannons from a certain angle.  It only seems to happen with primaries.

It's worse than that. The only things that have collision detection form e are the black panels on the neck.
However, that's fixed.
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Re: Ships with faulty collision detection - report errors here
Zephyrus, the HTL Model. You can fly right through the front end and play ping-pong inside.
Reminds me of the star destroyers from XVT

Also, I noticed with the faustus I can shoot through the corners of the engine (sometimes through the middle, going through the ship entirely) and near the edges of the rotating sensor panels.
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Offline Vasudan Admiral

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Re: Ships with faulty collision detection - report errors here
Oh, totally forgot about the Ravana - we've switched to that correctly working model already thanks. Onto the list it goes.

The Faustus errors should be fixed for the final release as per the green list. :)
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Offline Excalibur

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Re: Ships with faulty collision detection - report errors here
I remember forcing my way into the Aquitain once, but I don't think this is an error. I haven't played FS2 for a while, but I remember that a fighterbay? on the Lucifer was just a set of planes, i.e. a shell and looked terrible. I don't know if the HTL (if there is one) version fixed this or not.
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Offline Stormkeeper

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Re: Ships with faulty collision detection - report errors here
... fighterbay? on the Lucifer ...

I remember a certain mission concerning the Lucifer's fighterbay. >.>
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Offline Galemp

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Re: Ships with faulty collision detection - report errors here
VA, I just want to make sure of two things on the Fasutus:
First, that the mapping is fixed on the hexagonal junction of the main strut and the engines. It's supposed to be mirrored but since the surface is planar the mapping was lost.
Second, that the docking point is re-oriented so that any ship attached to it (like the Elysium) can tow it forwards. This is very very important in ST:R.
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Offline Vasudan Admiral

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Re: Ships with faulty collision detection - report errors here
Well not exactly the right thread for that, but as far as I can tell the dockpoints of the two ships are aligned correctly. The topside of the hexagonal section however is wrong - I never noticed it. I'd really rather not do another whole reconversion to fix it though. :\

Edit: Oh, and I've finally found and killed that bizzare bug with the new Aten! What it was was the turrets - I'd given them the parts they would need to eventually be able to recoil correctly, which meant they had a hierarchy level depth of 6. If you go any deeper than 5 the engine seems to forget how to render things properly. :\

I'll post the updated one on internal if you want to have a test.
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Offline Goober5000

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Re: Ships with faulty collision detection - report errors here
Second, that the docking point is re-oriented so that any ship attached to it (like the Elysium) can tow it forwards. This is very very important in ST:R.
Nononono.  You're talking about the docking points on the sides, right?  We don't use those anymore; I added a new docking point to the top on our own custom model.

The mediaVP dockpoints (and all other POF data) should be exactly the same as the retail dockpoints (and all other POF data) for compatibility purposes.  Otherwise you get nasty bugs, such as this one, in missions designed for retail.

 

Offline Galemp

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Re: Ships with faulty collision detection - report errors here
Yikes, that's really weird. OK, forget I said anything. :o
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Offline MikeRoz

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Re: Ships with faulty collision detection - report errors here
These (with the exception of the fixed Ravana) are all in the .10 betas? I'd be happy to do playtesting for this.
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Offline Vasudan Admiral

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Re: Ships with faulty collision detection - report errors here
No these are fixed in the unreleased and not-yet-compiled post betas. In this thread I'm just trying to get a list of what still needs fixing.
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Offline Goober5000

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Re: Ships with faulty collision detection - report errors here
I can confirm the collision problems on the Serapis, at least as of the date PI was released.

 

Offline Vasudan Admiral

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Re: Ships with faulty collision detection - report errors here
Anything in particular I'd need to do to replicate it? Ie, can you tell me if the shots are going through shields _and_ the hull or just the hull once shields are down? Is it all over the ship or one side/area that doesn't work?

Any info like that would help in telling me if I have actually killed it or not. :)
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Offline Goober5000

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Re: Ships with faulty collision detection - report errors here
Uh, I can't be certain.  I think it was all over the ship.  At least, when I fired on it, it acted as if the no-collide flag was turned on 80% of the time.

 

Offline Vasudan Admiral

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Re: Ships with faulty collision detection - report errors here
You mean they went straight through shields sometimes too? If so, that's not good. :shaking:
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Offline Droid803

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Re: Ships with faulty collision detection - report errors here
I've always though that was due to the Serapis being thin and hard to hit, and that I suck at aiming. Now, I find out its collision detection error.
Or, it could be both...
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