PlaneShift

  • Status Closed
  • Percent Complete
    100%
  • Task Type Bug Report
  • Category 3D Art → Models and Maps
  • Assigned To
    Talad
  • Operating System
  • Severity High
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: PlaneShift
Opened by aurelynt - 20.02.2010
Last edited by Talad - 03.06.2020

FS#4125 - wrong bounding boxes

Since 0.5, bounding boxes seems oversized. Some consequences, among others:

- Characters knocking on obstacles while not really touching them.
- Characters able to stand on the verge of ledges with both feet in the air.
- Impossibility to sit on a chair in Kada El.
- Difficulties to squeeze one’s way through the bars of most of the gates in the sewers.

comment by RlyDontKnow:
other bounding boxes appear to be too small, e.g. the drifter and rivnak
this results in the player being able to walk into buildings easily with those massive creatures which looks very wrong.

The task depends upon
ID Project Summary Priority Severity Assigned To Progress
3302 PlaneShift  FS#3302 - Collision issue with gates in the sewers  Medium
100%
4360 PlaneShift  FS#4360 - Space at the anvil  Medium
100%
Closed by  Talad
03.06.2020 21:10
Reason for closing:  Will not fix
Additional comments about closing:  

Will not fix in PSLegacy, report for PSUnreal if present.

nobody special commented on 20.02.2010 23:50

It used to be possible to squeeze though the gaps between the walls of Harnquists smithy and the assembly table, the anvil and the wall on that side. Now I find I have to go over top the obstacles or completely around the shack to get from one side to the other.

Project Manager
Lanarel commented on 21.02.2010 10:17

I am afraid fixing this will cause all kinds of problems with getting stuck again :).

RlyDontKnow commented on 31.07.2010 22:01

too big bboxes also cause badly placed chat bubbles and probably other effects as well (check nolthrirf and ynnwnm as examples)

RlyDontKnow commented on 31.07.2010 22:38

changed area to 3D art as bboxes are defined by the models afaik
assigning Talad to have a look

Project Manager
Lanarel commented on 02.08.2010 15:11

I wonder if not actually a fix was made to the use of bounding boxes. They might have been made too big on purpose before, to compensate for other problems? I also vaguely remember that the code uses the bounding box in a strange way to compute collision.

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