Tree collision bug (trees on battle maps)

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gutekfiutek

Knight at Arms
I've made topic elsewhere (in The Forge), but I've found bug, so this is more proper forum
New objects were done for this mod:
http://forums.taleworlds.com/index.php/topic,76706.0.html
And topic from the forge: http://forums.taleworlds.com/index.php/topic,77996.0.html
Ok, I've made some tests, I found a bug with collision.
Trees scattered by game engine on battle maps are scaled (some are small, some big...)
So collision for those objects is not scaled (I mean manifold collision, I need to check parametric one).
This mean that manifold collision (at least made by me) don't match display models.
Additionally only vertical faces work as collision - if face points upwards - it will only slow down player - interestingly i can jump on those faces (and slide down)

Here is movie I've made:
http://www.youtube.com/watch?v=y27InwGctk0

This bug is present in Native - it's just hardly noticeable. But it will be annoying in multiplayer...




 
I recall this problem from the early days of M&B. It has been the most persistent issue I can remember.
 
If you are going to use Windows Paint to write, at least use the Text box instead of handwriting. Hilarious :razz:

Seen this bug myself too, but never really cared too much about it. I'm a cavalry type, not archer. In fact, wider collision on trees make it a safer world for me since I can avoid more arrows that way ^^
 
Cool. But don't teach me how to make bug reports, please:smile:
I'm happy that you understand this bug. Do you know that collision can be also smaller than displayed geometry? And you will be hit even if you will be behind tree?

 
Well, as far as I know, a proper collision detection is one of the most widespread issues for almost all the modern games, and I'm afraid M&B is no exception.

Speaking about M&B, even if the collision detection system isn't perfect yet, I think we can be rather satisfied: in most cases it works sufficiently fine, and just sometimes we can see a few glitches, such as the one you've pointed out.

As far as the collision box smaller than the displayed geometry, actually sometimes I've seen archers shooting through walls and, if I recall correctly, also through trees.

In all honesty, since I'm not a DEV of any kind, I don't know if these issues are related to the size of the collision box, or to the calculations the AI has to perform (considering the number of unities on the field, and the number of variables concerned, the AI might "forget" some values and consider as "valid" something that shouldn't)
 
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