Forums » Suggestions
Make weapon fire visually passing through ships optional
The issue: energy blasts from any weapon, be it repair gun, mega posi, ion blaster etc pass through ships regardless of hit registration since 1.8.312.
related to
http://www.vendetta-online.com/x/msgboard/1/29397#353070
http://www.vendetta-online.com/x/msgboard/1/29397#353280
and http://www.vendetta-online.com/x/msgboard/1/29397#353283
Since the old behavior of shots being removed when hit (except maybe repair guns) existed prior to the release and it's functionality in regards to collisions was moved to server side, the suggestion is to bring this back in to the client as an option related to graphics and neuter the feature so it only affects graphics.
related to
http://www.vendetta-online.com/x/msgboard/1/29397#353070
http://www.vendetta-online.com/x/msgboard/1/29397#353280
and http://www.vendetta-online.com/x/msgboard/1/29397#353283
Since the old behavior of shots being removed when hit (except maybe repair guns) existed prior to the release and it's functionality in regards to collisions was moved to server side, the suggestion is to bring this back in to the client as an option related to graphics and neuter the feature so it only affects graphics.
Go away.
If you're not going to italicize large quotes like pretty much everybody else, at least bracket them in short lines of hyphens or something so that it's more clear where the quotation stops and your own text starts. Especially when the quoted text includes line breaks.
EDIT: Another way to separate things is with extra blank lines. Normally the forum eats those, but you can make it leave them alone by placing a space in each line:
^--like so. But simply italicizing quotes is currently the easiest way for the reader to differentiate between the quoted material and your own words.
EDIT2: Thanks.
EDIT: Another way to separate things is with extra blank lines. Normally the forum eats those, but you can make it leave them alone by placing a space in each line:
^--like so. But simply italicizing quotes is currently the easiest way for the reader to differentiate between the quoted material and your own words.
EDIT2: Thanks.
nobody is going to take you seriously if you ramble on forever in your first post.
Simplify.
Simplify.
We've always had server-side collision detection. Or at least, for a very, very long time. That isn't what we changed in 1.8.312.
In posting this kind of thread, it's best to focus on the specific actual issue you're trying to identify (when it emerged, etc), and avoid getting into why you think it's the case.
Basically this OP should just be the first sentence. The rest of the quotes and responses are going to make people's eyes glaze over. You can also link directly to my post on the other thread, if you want to reference it, without re-posting it all.
In posting this kind of thread, it's best to focus on the specific actual issue you're trying to identify (when it emerged, etc), and avoid getting into why you think it's the case.
Basically this OP should just be the first sentence. The rest of the quotes and responses are going to make people's eyes glaze over. You can also link directly to my post on the other thread, if you want to reference it, without re-posting it all.
fixed.
also, nobody was saying collisions had been moved to server side in general, it was total scene collisions that was mentioned as now being server side that previously had been handled on the client. This is what should be brought back as an option and only handle the graphics portion of what it used to do. With the caveat that anything that doesn't get a server side registration of an impact, can still be drawn as it is now and pass through to handle Incarnate's concern about ghost missiles. etc.
Unless shots passing through ships is a totally unrelated bug introduced in the release, but that seems less likely.
also, nobody was saying collisions had been moved to server side in general, it was total scene collisions that was mentioned as now being server side that previously had been handled on the client. This is what should be brought back as an option and only handle the graphics portion of what it used to do. With the caveat that anything that doesn't get a server side registration of an impact, can still be drawn as it is now and pass through to handle Incarnate's concern about ghost missiles. etc.
Unless shots passing through ships is a totally unrelated bug introduced in the release, but that seems less likely.
it was total scene collisions that was mentioned as now being server side that previously had been handled on the client.
Nope, no one was saying that either. I just said that we don't do total scene collisions on the client. We never have. We're unlikely to ever do that.
Again, there are way too many mis-understandings and assumptions being made, which just slows down the whole discussion process dramatically. If one could stick to things like "I keep seeing other people's Neutron II shots going through ships that are not mine", that kind of specificity would be useful and could lead to a discussion of why, exactly, that may be occurring.
In point of fact, I think I have a pretty good idea of what issue you're seeing. But it's actually not related to the collisions or effects discussions thus far, and it was not introduced in 1.8.312, but rather 1.8.307, you probably just didn't notice before as it probably impacts some weapons more than others. So, all of those "reports" were red-herrings that burn up time, and slowed down the process of identifying the issue and resolving it.
Nope, no one was saying that either. I just said that we don't do total scene collisions on the client. We never have. We're unlikely to ever do that.
Again, there are way too many mis-understandings and assumptions being made, which just slows down the whole discussion process dramatically. If one could stick to things like "I keep seeing other people's Neutron II shots going through ships that are not mine", that kind of specificity would be useful and could lead to a discussion of why, exactly, that may be occurring.
In point of fact, I think I have a pretty good idea of what issue you're seeing. But it's actually not related to the collisions or effects discussions thus far, and it was not introduced in 1.8.312, but rather 1.8.307, you probably just didn't notice before as it probably impacts some weapons more than others. So, all of those "reports" were red-herrings that burn up time, and slowed down the process of identifying the issue and resolving it.
The only thing related to this that pisses me off is getting killed by levi capguass through a roid.
Like this guy who basically did exactly as you said roughly 2 weeks ago and nobody responded.
http://www.vendetta-online.com/x/msgboard/2/29365
My mistake was assuming the recent changes and context of the threads had something to do with suddenly noticing the issue. Too much assumption with this game's internals, I get that. I'm not sure what that guy's was.
http://www.vendetta-online.com/x/msgboard/2/29365
My mistake was assuming the recent changes and context of the threads had something to do with suddenly noticing the issue. Too much assumption with this game's internals, I get that. I'm not sure what that guy's was.
Like this guy who basically did exactly as you said roughly 2 weeks ago and nobody responded.
Ray is supposed to respond to threads on Bugs, but he forgets for weeks at a time when we're under the gun (as we have been lately). It happens. But that is the right idea, regardless.
The only thing related to this that pisses me off is getting killed by levi capguass through a roid.
Collisions get more complicated as the shot-speed increases. That gets into a discussion of physics timestep framerate and how we iterate over the distance between frames. Still, I'm surprised if that happens very often, but on a relatively "thin" asteroid area, it certainly could.
Also, if I remember correctly, capgauss actually does splash damage? It's been a long time since I made those, but I thought they did. If so, that's a whole other problem, and like the "force" impact effect, may not actually be a "bug", but rather the fact that objects do not occlude splash damage, which is rather a pure "sphere" from the point of impact. So you can definitely get splash-damaged through asteroids that are thinner than the "sphere-of-splash-distance".
Ray is supposed to respond to threads on Bugs, but he forgets for weeks at a time when we're under the gun (as we have been lately). It happens. But that is the right idea, regardless.
The only thing related to this that pisses me off is getting killed by levi capguass through a roid.
Collisions get more complicated as the shot-speed increases. That gets into a discussion of physics timestep framerate and how we iterate over the distance between frames. Still, I'm surprised if that happens very often, but on a relatively "thin" asteroid area, it certainly could.
Also, if I remember correctly, capgauss actually does splash damage? It's been a long time since I made those, but I thought they did. If so, that's a whole other problem, and like the "force" impact effect, may not actually be a "bug", but rather the fact that objects do not occlude splash damage, which is rather a pure "sphere" from the point of impact. So you can definitely get splash-damaged through asteroids that are thinner than the "sphere-of-splash-distance".