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FPSC Classic Product Chat / Static and Dynamic mesh collision problems

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Vandaarc
12
Years of Service
User Offline
Joined: 23rd Jul 2011
Location: Pretoria, South Africa
Posted: 24th Aug 2012 01:23
Hey all.

After a serious hard drive crash I was forced to reinstall FPSC, and have recently upgraded to 1.19. Now I seem to be having some collision problems with all my meshes, be they stock or custom.

I have a game I had been working on for several months that has a lot of jumping across chasms and the like using things such as pillars and things as platforms. They all worked fine in 1.18, but now there seems to be a niggly little problem:

When jumping from platform to platform, you are suddenly automatically pushed off it to fall to your doom. In other words, as soon as you land on the static entity, you just keep moving forward. At other times, you simply get stuck IN the model and can't move at all.

Since the game kind of relies on the platform bits, it has now become officially unplayable due to these problems.

Other than reverting back to 1.18(which I am loathe to do at the moment, since adding some of the new functionality of 1.19 into the game), is there any advice or workarounds you might suggest?

Thanks in advance,
Vandaarc.
BlackFox
FPSC Master
16
Years of Service
User Offline
Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 24th Aug 2012 02:29
Hello Vandaarc,

We wanted to post here to acknowledge we know of what you speak of. We too have had this exact issue, even though we mainly develop in v1.17. We have an Egyptian development where the player needs to jump across chasms and at times when landing on the other side right near pillars we suddenly find ourselves propelling forward and can't stop moving. Other times we have landed by a crate only to be stuck and at times holding the "c" (crouch) key has allowed us to escape, other times not.

Rolfy had a thread regarding collision modes and, after assisting him with some tests, he managed to produce some findings regarding collisions. I've searched out the thread and the message he posted here may be of some help to you. The reason I bring this up is because the crate and pillar I would land by had "polygon" collision, and after helping Rolfy and adjusting the collision mode for the entity to "box", the problem was solved.

However, I do experience your same issue on another level. We have a desert level where the player is leaving a city and entering the desert. if the player jumps by the wall that surrounds the city, the same issue of landing and propelling forward happens. It should also be noted that the ground used is a desert prefab environment with sand mounds and hills, not a standard flat segment ground.

The result for us was to:

A) Re-examine the entities we used in proximity to where the player would land when jumping. If possible, change the collision mode on them and if that did not work then move them further from the player's possible "landing point".

B) Since we mod our own source, we have a command we placed in the source that allows us to disable jumping to avoid the issue. In the desert scene, the player does not need to jump, and so that was the only solution we could use to eliminate the issue.

I realize they are workarounds and can be a pain at times, but since we too have experienced your issue, we wanted to give you the info that we collected on the matter.


Twitter: @NFoxMedia
Vandaarc
12
Years of Service
User Offline
Joined: 23rd Jul 2011
Location: Pretoria, South Africa
Posted: 24th Aug 2012 03:36
Thank you very much for the reply and link, BlackFox.

I am willing to try out these workarounds if that means I don't have to scrap the game.

Much appreciated!

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