Proposed Stuck On Terrain Fix
#1
Posted 06 June 2021 - 04:54 AM
This skips fixing the maps (which would be more difficult and time consuming) and slaps a band-aid on the problem, but it would at least allow for players to escape most of the time when they get stuck on terrain.
#2
Posted 06 June 2021 - 07:10 AM
it makes no sense that jumpjets can only recharge when youre on the ground
they might have to increase the jump jet consumption rate to compensate for the constant recharge but I dont see that as an issue.
Edited by Khobai, 06 June 2021 - 07:12 AM.
#3
Posted 07 June 2021 - 11:28 AM
#5
Posted 07 June 2021 - 04:11 PM
i think vectorable jets would solve this. you could jump straight up to the needed height and then angle your torso down to get a little bit of a forward thrust at the apex to put you on the ledge. you would gain the most altitude while level but if you are leaning all the way forward or back you would trade all your vertical acceleration for forward/reverse acceleration. using jumps to navigate terrain would become a lot easier. you could also jump up into the air a couple meters and then crank it forward and cover distance that way which gives it a little more utility and makes them a bit more fun to use.
Edited by LordNothing, 07 June 2021 - 04:13 PM.
#6
Posted 07 June 2021 - 05:17 PM
#7
Posted 07 June 2021 - 08:24 PM
#8
Posted 08 June 2021 - 08:35 AM
LordNothing, on 07 June 2021 - 04:11 PM, said:
i think vectorable jets would solve this. you could jump straight up to the needed height and then angle your torso down to get a little bit of a forward thrust at the apex to put you on the ledge. you would gain the most altitude while level but if you are leaning all the way forward or back you would trade all your vertical acceleration for forward/reverse acceleration. using jumps to navigate terrain would become a lot easier. you could also jump up into the air a couple meters and then crank it forward and cover distance that way which gives it a little more utility and makes them a bit more fun to use.
While I agree that fixing all the buggy spots on all the maps would be the better solution, but it also isn't likely to ever happen since it would require a lot of resources. Francois is fixing the layouts of the maps and not really looking at each and every place where you could get stuck. Even once he finishes with the layouts of all the maps it would be a better use of his time (in my opinion) to work on fixing the invisible walls.
This is just a band-aid solution, but I think it would work well and is reasonable in terms of how much developer time would be required to implement the fix.
I like your idea of being able to vector your jump jets, but it wouldn't really solve the problem of being stuck somewhere without your empty jump jet fuel replenishing. If you pose that in its own feature suggestion thread it might get some traction.
#9
Posted 08 June 2021 - 09:21 AM
il1il, on 07 June 2021 - 11:28 AM, said:
The times when I've gotten stuck on terrain I was not actually 'in' a wall. This is a solution for if you get stuck on terrain, not in terrain. For example, if you land on the 'seam' between two crates on Crimson Straight it will sometimes count you as still being in the air so you can't walk and your jump jets won't recharge (also happens on all other maps where crates are near to one another). Also, I recently got stuck while trying to get to one of the control points on Rubellite Oasis; I was trying to get up a cliff, but landed on a couple spikey parts of the cliff that were jutting out. In this case again I was not 'in' the cliff, but had landed on a part that counted as still being in mid air, so I couldn't walk and my jump jets wouldn't recharge either. In both of these cases if I had jump jet fuel I'd be able to jump jet away.
Getting stuck 'in' terrain can also be a problem, I played a match a few months ago where one of the enemy players somehow fell inside one of the buildings on Solaris City (which was especially annoying since it was skirmish), and this would not fix cases like that. I think that my proposal is a low resource way of at least fixing most of the stuck 'on' terrain problems even if it probably won't help the stuck 'in' terrain problems. I believe getting stuck 'in' terrain is a rarer problem, but I could be wrong (and fixing one of the two problems is better than neither).
I'm not familiar with the issue that you're bringing up regarding relative size of the collision boxes, so I don't have an opinion on that. If that would be easier to implement or a more reliable way of fixing the problem, then it should certainly be considered. Can you either go into more detail on that or point me towards a thread on it?
#11
Posted 10 June 2021 - 02:55 PM
LordNothing, on 07 June 2021 - 04:11 PM, said:
Its a series of map design problems. You can fix them 1 by 1 or address why they occur and use less resources. Lights don't appear to have enough ground clearance. and the existing unstuck feature that pushes you out of the wall is failing in some cases. This could be remedied with a higher light ride height and allowing a known safe ground position to be issued if the unstuck system fails.. While some problems of the maps just need fixed, the hole in solaris building is a good example.
(I am assuming the game has the unstuck feature based on how the player will often float away from roof tops and repeatedly bounce when clipping a wall. but it seems a fair assumption.)
#12
Posted 11 June 2021 - 03:52 PM
il1il, on 10 June 2021 - 02:55 PM, said:
Its a series of map design problems. You can fix them 1 by 1 or address why they occur and use less resources. Lights don't appear to have enough ground clearance. and the existing unstuck feature that pushes you out of the wall is failing in some cases. This could be remedied with a higher light ride height and allowing a known safe ground position to be issued if the unstuck system fails.. While some problems of the maps just need fixed, the hole in solaris building is a good example.
(I am assuming the game has the unstuck feature based on how the player will often float away from roof tops and repeatedly bounce when clipping a wall. but it seems a fair assumption.)
idk it seems it would cost more to fix all the maps than to do vectorable jump jets. i remember back in my quake modding days that one of the quake-c tutorials was simply named "jetpack". it was a very short tutorial. doing it in a modern game engine where you can just #include whatever you need seems like it would be a lot easier.
Edited by LordNothing, 11 June 2021 - 03:53 PM.
#13
Posted 10 May 2022 - 06:40 AM
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