"So you are quite wrong, jinx. Really, try it yourself before you go out and suggest something." ( treewyrm ) - hmm... afraid i cannot make suggestions without "going out and try it myself before i suggest something" - gosh, treewyrm, get a grip. - the majority of the people here suggest stuff without having the slightest clue about coding and whatnot.
still you pick me out and make such a comment. - i am very very curious what it is about it. anyway - thats a really funny comment. - but you know, you re great, cause you can do all the stuff and make tests so; at least you can make a valid suggestion. ( sorry for turning that little comment into a sarcastic one )
ps.: for real, don t take yourself too important, it doesn t suit anyone.
EDIT: I just went in OpenSP and dropped a Screamer Mine, which hit me (had no shield). Worked fine, then went to a mooring fixture and rammed it. That's how I tested it.
The basic explanation for large surfaces causing problems here are the optimizations for real-time collision processing. Best to keep things simple but segmented. From what I understand, and from what I know based on experience with other embeddable physics engines in games and other 3D real-time environment simulations, is that to cut out unnecessary processing it computes collisions between surfaces within a specific boundary range. So if colliding polygon tries to "interact" with a part of another polygon that is off the boundary it ain't gonna detect anything and challenge will fail. I'm not entirely sure about how it works for Freelancer, no source code or anything here, but in general that's how it is and most likely applies to FL in one way or another as well.
Crashing to desktop can happen for many reasons. Gaps, wrong surface orientation, etc. Who knows, most of the time you can only guess why, and from trial and error experience get to feel what the game wants from you, what it will work with and what not. And for as long as the method I figured out works (it's a quite different from one posted there) I'm fine.
p.s. jinx, not even going to bother replying to your ot, take it to private or elsewhere.
when i test my hit boxes i basically make NPCs mad...when they start shooting i turn the ship around so they hit different parts...Mine test is not good since mines have blast radius so they will hit even if hit box is wrong...
Collision test: i ram NPC, stations, trade lanes, well any hard object in space from various directions to see how ships responds...
On collistion tests you may want to strafe at some large object. For some reason some custom hitboses will pass right through stations when you do that. We havent found the cause yet.
' Wrote:On collistion tests you may want to strafe at some large object. For some reason some custom hitboses will pass right through stations when you do that. We havent found the cause yet.
yes i noticed that...it happens sometimes...then i remake hit box of the part that is wrong...2out of 3 times that helps...but like i said in PM before...there are some things that i wasn't able to correct
' Wrote:yes i noticed that...it happens sometimes...then i remake hit box of the part that is wrong...2out of 3 times that helps...but like i said in PM before...there are some things that i wasn't able to correct
Has Foresaken not gotten back to you yet on that? I'll go poke him about it.
I make surs from few parts...then i combine them to one...if i notice any mistakes i remake only that part that showed errors...
@ Nexus: i have registered on your forums but i didn't have time yet to talk with him about it...i am still in the process of modeling ships for next release so SURs are not my main concern right now...
Raven Claw
Raven Talon
Talon
Rogue Gunboat
All three battlestars
Both Vipers
And thats all on my shopping list!
"Freelancer Alpha dash niner, this is Freeport 7 control, You are cleared for departure. Good luck out there."
Soldato Zavier Benitez, Benitez flight instructor.