View Issue Details

IDProjectCategoryView StatusLast Update
0003168The Dark ModPhysicspublic07.07.2012 12:18
Reportergrayman Assigned Tograyman  
PrioritynormalSeverityminorReproducibilityalways
Status closedResolutionno change required 
Product VersionTDM 1.07 
Summary0003168: Moss patches and Vine patches need a change to their collision code
DescriptionBoth are moveables. When moveables collide with AI (or AI with them), they can cause damage.

Even though these patches never cause damage, TDM executes the code necessary to determine how much damage is done.

Since neither patch can move after it's come to rest, it is never going to cause damage when an AI walks across it (collides with it).

So the code should recognize this situation and skip the damage-checking code.
TagsNo tags attached.

Activities

tels

tels

06.07.2012 08:31

reporter   ~0004691

Just make sure that moss patches on moving things (like an elevator) are still working correctly - they might still need some sort of collision check.
grayman

grayman

06.07.2012 12:39

viewer   ~0004692

Yes, I checked moss patches on elevators yesterday and found they don't stick to elevators. They just fall through to whatever's below.

The moss patch generating script says to only stick to worldspawn and func_statics. Everything else is ignored.

And I'm not removing the collision check anyway. I'm just skipping the damage part of the collision code.
grayman

grayman

06.07.2012 15:38

viewer   ~0004693

These moveables were attempting to cause damage when struck by a passing AI. Since damage could never be inflicted because of low masses and alleged velocities (they never really were moving), the damage-check code was being run but would never produce any damage.

Added a check to the damage-check part to skip it if the moveable involved is not pushable. If it’s not flying through the air, it shouldn’t cause damage.

rev. 5488:

Moveable.cpp
tels

tels

07.07.2012 10:06

reporter   ~0004697

Er, I think you misunderstood my comment.

That they don't stick to elevators is a bug, that should be eventually be fixed. (track it?)

Anyway, with this is fixed or not, the check on "not pushable" is still wrong.

For instance, heavy barrels can be set to "not pushable" (so the player cannot push them around). But when such a barrel rides an elevator or moves otherwise (scripted sequence?), and then hits something, it *could* inflict damage. (The same goes for moss patches, they *might* inflict damage, even tho they probably never do. But this distinction cannot be done on the "pushable" flag).

Collisions between objects A and B can always occur from both sides, A can collide into B, or B can collide into A.

Please review the change again under this light.
grayman

grayman

07.07.2012 12:18

viewer   ~0004699

Fix reverted, on the expectation that the elevator problem might someday be fixed and that mission authors might choose to drop non-pushable barrels via a script.

Rev. 5492.

This was an optimization and not a bug fix, so I'm closing the problem as "design choice".

Issue History

Date Modified Username Field Change
05.07.2012 21:06 grayman New Issue
05.07.2012 21:06 grayman Status new => assigned
05.07.2012 21:06 grayman Assigned To => grayman
06.07.2012 08:31 tels Note Added: 0004691
06.07.2012 12:39 grayman Note Added: 0004692
06.07.2012 15:38 grayman Note Added: 0004693
06.07.2012 15:38 grayman Status assigned => resolved
06.07.2012 15:38 grayman Resolution open => fixed
06.07.2012 15:38 grayman Fixed in Version => TDM 1.08
06.07.2012 15:38 grayman Target Version => TDM 1.08
07.07.2012 10:06 tels Note Added: 0004697
07.07.2012 10:06 tels Status resolved => feedback
07.07.2012 10:06 tels Resolution fixed => reopened
07.07.2012 12:18 grayman Note Added: 0004699
07.07.2012 12:18 grayman Status feedback => assigned
07.07.2012 12:18 grayman Status assigned => closed
07.07.2012 12:18 grayman Resolution reopened => no change required
07.07.2012 12:18 grayman Fixed in Version TDM 1.08 =>
07.07.2012 12:18 grayman Target Version TDM 1.08 =>