Author Topic: Player Collision Models  (Read 1093 times)

0 Members and 1 Guest are viewing this topic.

Offline San

  • Developer
  • ******
  • Renown: 1456
  • Infamy: 143
  • cRPG Player A Gentleman and a Scholar
  • 1/Sympathy = Divide By Zero
    • View Profile
    • My youtube Brawl videos
  • Faction: Chaos
  • Game nicks: San_of_Chaos
  • IRC nick: San
Player Collision Models
« on: February 18, 2013, 06:32:35 pm »
+3
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.

Offline Commodore_Axephante

  • Earl
  • ******
  • Renown: 439
  • Infamy: 38
  • Jumping with my overheads since '04
    • View Profile
  • Faction: Ravens of Valhalla
  • Game nicks: Reidi_the_Unfettered
Re: Player Collision Models
« Reply #1 on: February 18, 2013, 06:43:21 pm »
0
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!!

Offline San

  • Developer
  • ******
  • Renown: 1456
  • Infamy: 143
  • cRPG Player A Gentleman and a Scholar
  • 1/Sympathy = Divide By Zero
    • View Profile
    • My youtube Brawl videos
  • Faction: Chaos
  • Game nicks: San_of_Chaos
  • IRC nick: San
Re: Player Collision Models
« Reply #2 on: February 18, 2013, 08:40:05 pm »
0
It's not mine, I think it is Digglez' video.

Offline cmp

  • M:BG Developer
  • Supreme Overlord
  • *******
  • Renown: 2052
  • Infamy: 569
  • cRPG Player
    • View Profile
  • IRC nick: cmp
Re: Player Collision Models
« Reply #3 on: February 18, 2013, 08:55:20 pm »
+1
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.

Offline Joseph Porta

  • King
  • **********
  • Renown: 1029
  • Infamy: 234
  • cRPG Player
  • (ノಠ益ಠ)ノ彡┻━┻. take all my upvotes! Part-time retard
    • View Profile
  • Faction: Caravan Guild Enthousiast,
  • Game nicks: Wy can't I upvote my own posts, Im a fucken genius, yo.
  • IRC nick: Joseph_Porta
Re: Player Collision Models
« Reply #4 on: February 18, 2013, 09:30:01 pm »
0
So a shieldwall should stand close to eachother, not shield to shield but rather shoulder to shoulder to not let enemys through?

As example
I loot corpses of their golden teeth.
But he'll be around somewhere between Heaven and The Devil, because neither of them will take him in, and he'll be farting loudly and singing a filthy song.

i'll be there at around
chadztime™