- Status Closed
- Percent Complete
- 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
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.
ID | Project | Summary | Priority | Severity | Assigned To | Progress | |
---|---|---|---|---|---|---|---|
3302 | PlaneShift | Medium | |||||
4360 | PlaneShift | Medium |
Closed by Talad
03.06.2020 21:10
Reason for closing: Will not fix
Additional comments about closing:
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.
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.
I am afraid fixing this will cause all kinds of problems with getting stuck again :).
too big bboxes also cause badly placed chat bubbles and probably other effects as well (check nolthrirf and ynnwnm as examples)
changed area to 3D art as bboxes are defined by the models afaik
assigning Talad to have a look
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.