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Corners Stopping Too Many Shots

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#1 Gaussfather

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Posted 22 February 2016 - 11:34 AM

How many times has this happened to you?

You have the enemy mech in your crosshairs with plenty of space between it and the edge of building and yet all your shots get blocked by an "edge" that is somehow projecting further out than it appears in the game...

This is really a problem on maps like HPG Manifold (those floors/ramps in particular) and the Mining Collective, Frozen City, etc.

I get it that sometimes low mounted weapons have a bad angle but alot of times it appears to be a software problem. Anyone want to tell me why this is happening?

Thanks!

p.s.

Different note, but why can't streak missiles have just a little bit of terrain/floor avoidance in their flight paths?? On most maps they are useless unless you are at the same level with nothing in the way.

#2 The Lost Boy

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Posted 22 February 2016 - 11:52 AM

Yer not as good as you think is the obvious answer.

#3 Ghogiel

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Posted 22 February 2016 - 11:53 AM

This crusade died ages ago. PGI has decided they don't really care about bad collision proxys.


That damn corner in the underpass in spaceport river city. The one looking out to the bridge. *sigh* Even after the revamp it's fubar.

#4 MeiSooHaityu

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Posted 22 February 2016 - 11:56 AM

There is a lot of screwy terrain hit detection, but I'm guessing the devs think the occasional blocked shot is better than shots appearing to go through solid terrain.

Hopefully one day they will be able to revisit the maps and tweak it a bit better. Heck, maybe the new game engine version PGI is going to will help too. *shrug*

#5 Gaussfather

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Posted 22 February 2016 - 12:20 PM

View PostLemming of the BDA, on 22 February 2016 - 11:52 AM, said:

Yer not as good as you think is the obvious answer.


Thanks Lemming, that goes for you too I suppose. ;)

View PostMeiSooHaityu, on 22 February 2016 - 11:56 AM, said:

There is a lot of screwy terrain hit detection, but I'm guessing the devs think the occasional blocked shot is better than shots appearing to go through solid terrain.

Hopefully one day they will be able to revisit the maps and tweak it a bit better. Heck, maybe the new game engine version PGI is going to will help too. *shrug*


So they will upgrade Cryengine or use a different engine? I didn't read that on the forums yet...

#6 Ex Atlas Overlord

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Posted 22 February 2016 - 12:25 PM

It's never going to get fixed.

That would require real work, with an attention to detail.

#7 MeiSooHaityu

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Posted 22 February 2016 - 12:27 PM

I think it was mentioned in the last town hall. I'm not sure what the engine will do. It might just help the game run smoother at better graphic levels and nothing else.

The details on this engine upgrade are scarce as far as I know.

#8 Ghogiel

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Posted 22 February 2016 - 12:46 PM

View PostMeiSooHaityu, on 22 February 2016 - 12:27 PM, said:

I think it was mentioned in the last town hall. I'm not sure what the engine will do. It might just help the game run smoother at better graphic levels and nothing else.

The details on this engine upgrade are scarce as far as I know.

Well it's not going to do anything for the collision proxys, certainly not any of what CE lables 'brushes' I can't even remember the last time Crytek has made any improvements to the terrian system, but that tech *may* have some advancements as I haven't read all the patch notes over the past couple years for cryengine, so am not sure if that will be any better in regards to OP.

tldr engine upgrade won't change the hitboxes of things like buildings. They simply just have to make better ones.

#9 Bobzilla

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Posted 22 February 2016 - 01:26 PM

The corners are bad to make up for where you can shoot through the ground.

They did a pass on HPG already, didn't they?

#10 xMintaka

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Posted 22 February 2016 - 01:31 PM

View PostBobzilla, on 22 February 2016 - 01:26 PM, said:

The corners are bad to make up for where you can shoot through the ground.

They did a pass on HPG already, didn't they?


HPG hitboxes are still terrible.

#11 Cabusha

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Posted 22 February 2016 - 03:37 PM

The visual render of most building does not match the actual hitbox. If you see a building with buttresses and cut-in areas that you think you can clear, sorry, it's a box. That sloping ram you're shooting over on HPG? Sorry, it's a box too.

They may address this with the engine upgrade. Supposedly the new engine will be more efficient and allow higher-quality hitboxes. We'll see.

#12 Krivvan

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Posted 22 February 2016 - 03:39 PM

This is what players mean when they complain about "invisible walls." PGI very slowly fixes them over time.

Very slowly.

Edited by Krivvan, 22 February 2016 - 03:39 PM.


#13 VorpalAnvil

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Posted 22 February 2016 - 03:52 PM

View PostKrivvan, on 22 February 2016 - 03:39 PM, said:

This is what players mean when they complain about "invisible walls." PGI very slowly fixes them over time.

Very slowly.

At PGI's current pace, the Pacific ocean is gonna be a pond by the time Vitric Forge is free of invisible walls...

#14 sycocys

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Posted 22 February 2016 - 04:10 PM

1. Learn to brawl.
2. That's how you balance a no skill weapon.

#15 Joshua Obrien

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Posted 22 February 2016 - 11:16 PM

View PostLemming of the BDA, on 22 February 2016 - 11:52 AM, said:

Yer not as good as you think is the obvious answer.

Leave.

#16 Jeffrey Wilder

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Posted 22 February 2016 - 11:47 PM

View PostGaussfather, on 22 February 2016 - 11:34 AM, said:

How many times has this happened to you?

You have the enemy mech in your crosshairs with plenty of space between it and the edge of building and yet all your shots get blocked by an "edge" that is somehow projecting further out than it appears in the game...

This is really a problem on maps like HPG Manifold (those floors/ramps in particular) and the Mining Collective, Frozen City, etc.

I get it that sometimes low mounted weapons have a bad angle but alot of times it appears to be a software problem. Anyone want to tell me why this is happening?

Thanks!

p.s.

Different note, but why can't streak missiles have just a little bit of terrain/floor avoidance in their flight paths?? On most maps they are useless unless you are at the same level with nothing in the way.


Problem's around for eons but we old timers just get used to it.

#17 MrMadguy

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Posted 22 February 2016 - 11:59 PM

Yeah, saw this crap on Frozen City yesterday. There is building somewhere at B3. I had duel with Hunchback there. He was medium laser vomit one. He has shown 3/4 of 'Mech out of cover and Alphaed me. And I saw, how all of his lasers hit invisible wall. "Ha ha ha! Loser!" - I thought. But I stopped laughing, when I fired my 2xPPC right into his CT, cuz I have hit invisible wall too.

#18 Ghogiel

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Posted 23 February 2016 - 01:47 AM

View Post1Grimbane, on 23 February 2016 - 12:11 AM, said:

sad thing is pgi did a "terrain" pass already and "fixed" this very thing. yeah still a problem

The sadder thing is I could fix most of the problematic areas on the collision proxys, redo some LODs to be both better representing the LOD0 model and be more efficient in like a week of evenings in my spare time.

It's kinda frustrating from my perspective.

#19 Ghogiel

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Posted 23 February 2016 - 02:35 AM

View Post1Grimbane, on 23 February 2016 - 02:04 AM, said:

it really is.. i was on tourmaline a couple hours ago and the invisible edges kept catching my shots.... aiming with a mouse cursor is super easy and i know i'm not aiming at the rocks

All the larger tourmalines features are made from like half a dozen objects arranged in different orientations and ways to create all of them on the map. I could at least make the LODs a lot better without any performance impact so at least you wouldn't think you have as many shots as you do that get blocked.

sometimes with the collision proxys you just have to add geo to make them better, in the case of some objects though it's the bad LODs that make it look like you have shots when further out at a distance. The tourmaline is a pretty egregious example of the later.





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