cRPG

Beta => WSE2 Beta => Topic started by: San on February 18, 2013, 06:32:35 pm

Title: Player Collision Models
Post by: San on February 18, 2013, 06:32:35 pm
Would it be possible to fix player collision models with WSE2?

Stuff like this:

This does not only apply to shields. There are times when fighting where one may phase inside the model of another player and get free hits or just disorient the other player. With slight delay on turning, this could lead to hitting around blocks.

I like to play on EU sometimes, and phasing through my model is the worst part, since I am defenseless. I wish it could be alleviated in any way (at least for normal ping).


Also, the intangibility when you're in hitstun and while jumping are both pretty odd, but it kind of makes sense as an escape option if you're sandwiched by a bunch of tincans.
Title: Re: Player Collision Models
Post by: Commodore_Axephante on February 18, 2013, 06:43:21 pm
I agree that this should be remedied, if possible, but more importantly I just want to give you props for putting music on your video and editing it well.

Hurray for effort!!
Title: Re: Player Collision Models
Post by: San on February 18, 2013, 08:40:05 pm
It's not mine, I think it is Digglez' video.
Title: Re: Player Collision Models
Post by: cmp on February 18, 2013, 08:55:20 pm
This does not only apply to shields.

It does not apply at all to shields - having a shield makes no difference whatsoever in player collision checks (which is kinda lame). Not sure if we can adjust it, it's something deeply rooted in the Warband engine.
Title: Re: Player Collision Models
Post by: Joseph Porta on February 18, 2013, 09:30:01 pm
So a shieldwall should stand close to eachother, not shield to shield but rather shoulder to shoulder to not let enemys through?

As example