Anyone know how to work models?
Re: Anyone know how to work models?
The models appear to be the same, so probably not this bug.
Re: Anyone know how to work models?
Hm, so it's the top of the goal that's causing the wall? If that's so, why is it only in specific places?haravikk wrote:I'd say it must be the collision-detection sometimes screwing up on enclosed models, perhaps if the top of the goals were reshaped somehow it would be less prone to this? Or possible if the model were altered such that it extended one world-unit further forward, without there actually being anything added there except maybe an overhang at the top of the glass-wall? The collision detection is a bit funny about the transition from one cell to another.
About v1.1: I've never met anyone who knows what this is about. The invisible wall is still there, however, and, worse, units don't recover health (destroying the whole point of the game) when zapped. So basically, no one ever plays it.
About the crossbar-less version... I dunno. Even with the invisible wall, it's an incredible rush to create a goal precisely because the area is so limited. The problem is just that it's a little counterintuitive that that part of the visibly clear area into which you're trying to create a goal actually isn't a viable option. Opening up the top would sacrifice the limit to solve the counterintuitivity (?).
It might work and even be somewhat successful in it's own right... but we'd still want to know if you can keep the goal box .
Re: Anyone know how to work models?
Btw, again I want to say I appreciate all the work you're putting into this along with everyone's suggestions. I know nothing about models, and this bug continues to be mysterious to me (is it the myth engine itself?!). I hate to be a negative nancy shooting down all these solutions, but we're really hoping to just clear up the invisible wall inside the goal, or at least get as close as we can to finding out what causes it.
Re: Anyone know how to work models?
I don't think we ever will find out what causes it.
Something someone could do for a similar test is to take all the various 'cave' models from myth 2, set them up on the fetchball mesh, and try shooting goals into them.
I suspect that at high velocity, myth mis-judges where it thinks the vertices are. Pretty sure it'll happen to any enclosed space that you're trying to launch things into really fast. Myth's math gets fucked up and thinks the model actually starts there, when it starts here. If that makes sense. Again, this is just speculation also. But I think if you want an enclosed area, you'll have to continue dealing with your invisible wall. My solution works, but it makes it a much faster game of Fetchball. :/
Something someone could do for a similar test is to take all the various 'cave' models from myth 2, set them up on the fetchball mesh, and try shooting goals into them.
I suspect that at high velocity, myth mis-judges where it thinks the vertices are. Pretty sure it'll happen to any enclosed space that you're trying to launch things into really fast. Myth's math gets fucked up and thinks the model actually starts there, when it starts here. If that makes sense. Again, this is just speculation also. But I think if you want an enclosed area, you'll have to continue dealing with your invisible wall. My solution works, but it makes it a much faster game of Fetchball. :/
Re: Anyone know how to work models?
It is an issue in the engine. I did some debugging on it, and I know how to fix it, but it will have to wait for the next update...
EDIT: I have now verified that the fix works correctly, and it will be part of the 1.7.1 update. Before you ask, we don't have a scheduled release date for 1.7.1 yet...
EDIT: I have now verified that the fix works correctly, and it will be part of the 1.7.1 update. Before you ask, we don't have a scheduled release date for 1.7.1 yet...
Re: Anyone know how to work models?
Myrd wrote:It is an issue in the engine. I did some debugging on it, and I know how to fix it, but it will have to wait for the next update...
EDIT: I have now verified that the fix works correctly, and it will be part of the 1.7.1 update. Before you ask, we don't have a scheduled release date for 1.7.1 yet...
Myrd, you're gold, true gold.
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