

#1
Posted 22 February 2016 - 11:34 AM
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
Posted 22 February 2016 - 11:52 AM
#3
Posted 22 February 2016 - 11:53 AM
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
Posted 22 February 2016 - 11:56 AM
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
Posted 22 February 2016 - 12:20 PM
Lemming of the BDA, on 22 February 2016 - 11:52 AM, said:
Thanks Lemming, that goes for you too I suppose.

MeiSooHaityu, on 22 February 2016 - 11:56 AM, said:
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
Posted 22 February 2016 - 12:25 PM
That would require real work, with an attention to detail.
#7
Posted 22 February 2016 - 12:27 PM
The details on this engine upgrade are scarce as far as I know.
#8
Posted 22 February 2016 - 12:46 PM
MeiSooHaityu, on 22 February 2016 - 12:27 PM, said:
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
Posted 22 February 2016 - 01:26 PM
They did a pass on HPG already, didn't they?
#11
Posted 22 February 2016 - 03:37 PM
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
Posted 22 February 2016 - 03:39 PM
Very slowly.
Edited by Krivvan, 22 February 2016 - 03:39 PM.
#13
Posted 22 February 2016 - 03:52 PM
Krivvan, on 22 February 2016 - 03:39 PM, said:
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
Posted 22 February 2016 - 04:10 PM
2. That's how you balance a no skill weapon.
#16
Posted 22 February 2016 - 11:47 PM
Gaussfather, on 22 February 2016 - 11:34 AM, said:
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
Posted 22 February 2016 - 11:59 PM
#18
Posted 23 February 2016 - 01:47 AM
1Grimbane, on 23 February 2016 - 12:11 AM, said:
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
Posted 23 February 2016 - 02:35 AM
1Grimbane, on 23 February 2016 - 02:04 AM, said:
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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