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Mechs Getting Stuck On Grim Plexus On Top Of The Small Building With A V Shaped Canal On Top

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#1 Navid A1

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Posted 26 March 2016 - 10:51 PM

Map: Grim Plexus
Mech Used: Victor

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#2 The Amazing Spider Man

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Posted 28 March 2016 - 08:17 AM

They know poor map design causes this issue, they just don't care to fix it.

http://mwomercs.com/...-slingshot-bug/

http://mwomercs.com/...ts-not-falling/

#3 gloowa

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Posted 29 March 2016 - 07:35 AM

View PostThe Amazing Spider Man, on 28 March 2016 - 08:17 AM, said:

They know poor map design causes this issue, they just don't care to fix it.

http://mwomercs.com/...-slingshot-bug/

http://mwomercs.com/...ts-not-falling/

Those two have nothing to do with this.

#4 The Amazing Spider Man

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Posted 29 March 2016 - 01:15 PM

So the graboid bug mentioned in one link isn't related?

Funny thing, the top of citadel does the same thing, it always has since the map got a face-lift, it's easy to reproduce, I've seen it happen to players other than myself, and when I asked for official word concerning the bug the CoC was changed to outlaw asking such things. I find that it is related.

Furthermore I think holes in maps abound, and I'm guessing when mixed with packet loss (and exaggerated with a fast moving mech) the result is getting stuck in the map's poor design.

New map sure, but my bet is a bug as old as the game.

#5 gloowa

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Posted 29 March 2016 - 04:10 PM

View PostThe Amazing Spider Man, on 29 March 2016 - 01:15 PM, said:

So the graboid bug mentioned in one link isn't related?

Funny thing, the top of citadel does the same thing, it always has since the map got a face-lift, it's easy to reproduce, I've seen it happen to players other than myself, and when I asked for official word concerning the bug the CoC was changed to outlaw asking such things. I find that it is related.

Furthermore I think holes in maps abound, and I'm guessing when mixed with packet loss (and exaggerated with a fast moving mech) the result is getting stuck in the map's poor design.

New map sure, but my bet is a bug as old as the game.

There are three separate issues that are confused very often.

Issue 1 (present in every video game ever):
When player-controlled entity gets into V shaped crevice where both slopes are steeper than what's been defined as "walkable". Find me a game in which this does not result in getting stuck. In fact, getting stuck is the expected result of getting into such place - you look at a specific part of the map and think "hmm i might get stuck by going there". Now, the care should be taken to remove all such spots from gamespace as this is very annoying. This is a map issue.

Issue 2 (MWO specific):
When mech gets into a location where getting stuck is not expected/strange/makes no sense (2nd link from second post) like for example running close to very steep slope with a light. This a walking code issue.

Issue 3 (MWO specific):
When mech jumpjets and on contact with level geometry gets flung upwards at high speed. This may be related to issue 2, but i would not bet on it. This is either same as issue 2 or separate jumjet/falling code issue.

Hope i cleared it up.

Edited by gloowa, 29 March 2016 - 04:10 PM.






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