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Take Out The Really Small Evironment Collisions


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#1 SlippnGriff

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Posted 15 February 2017 - 08:34 PM

Small fences on mining collective can stand up to the stomp of a 100ton robit... wat
It's really annoying that it slows your mech too as they have to finagle their way over it sometimes at lower speeds. Stuff like this shouldn't have collision meshes as they are so small. I can barely see them half the time.

Another example is on frozen city where those bridges are in the middle. In some areas where the snow leads up to the side of the bridge and the bump is really shallow to where your mech should be able to get over it, nope, it's like hitting a wall.

Small fixes can help a lot of ways with mobility like this. Would greatly appreciate at least a fix on mining collective fences though.
And don't get me started on river city.

If you know a specific spot that annoys you to no end, feel free to describe it so IF devs do look into this (if it is even on their plate) they'll know what to knock out first and help speed things up

#2 LordNothing

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Posted 16 February 2017 - 04:18 AM

agree. these things are too small to even have collision data. its like that one quake map i made, the only one that looks like its production ready. i put in a lot of small detail to the point that the map is unplayable by anyone but masochists. there is more detail in the collision model than there need be. mwo has this problem, so many micro details that interfere with the gameplay that was intended. a bulldozer doesnt get stopped by a fence, it goes through it and leave a mangled wreck in its wake. either make these features self destruct when a mech walks over it, or make the mechs ghost through them, or just get rid of them all together. mechs should only have to worry about mech sized objects.

Edited by LordNothing, 16 February 2017 - 04:20 AM.


#3 SlippnGriff

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Posted 16 February 2017 - 03:26 PM

View PostLordNothing, on 16 February 2017 - 04:18 AM, said:

agree. these things are too small to even have collision data. its like that one quake map i made, the only one that looks like its production ready. i put in a lot of small detail to the point that the map is unplayable by anyone but masochists. there is more detail in the collision model than there need be. mwo has this problem, so many micro details that interfere with the gameplay that was intended. a bulldozer doesnt get stopped by a fence, it goes through it and leave a mangled wreck in its wake. either make these features self destruct when a mech walks over it, or make the mechs ghost through them, or just get rid of them all together. mechs should only have to worry about mech sized objects.


It's all to some extent. but the small things that actually get in the way i feel need fixing. Idk why I haven't seen at least a post or two regarding something like this in the past.
The buildings and hills also have weird collision when you're trying to shoot over/around them occasionally

#4 TLBFestus

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Posted 16 February 2017 - 04:33 PM

It took PGI 2 years to remove the pebbles and small "dark matter" objects on Canyon Network or Viridian Bog alone.

I wouldn't be getting my hopes up unless they are remaking a map.

Thanks and have a great day!!!





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