Any Word On Fixing This Problem?

SniperSkunkSniperSkunk Join Date: 2002-11-07 Member: 7644Members
<div class="IPBDescription">Onos bounding box.</div> Last night I was playing a game with a few friends. Incredibly, we actually managed to get three hives. The marines had HA/HMG, so we were still having some difficulties taking them down. So, I morphed onos to try to end the game.

1st morph : I went onos in the unnamed hive on ns_nancy. I tried walking out the door (The broken door), got stuck immediately.

2nd morph : morphed skulk, waited a bit (We controlled all the RP on the map; it was flowing in quickly), went Onos again, this time outside of the door. Ran past, found that the gorge had put a stack of O towers at the door in the crew lockers. No sweat, I think. I can jump/duck to get past 'em. No go. got stuck a 2nd time. Scream a bit out of frustration. Got the gorge to build me a movement chamber, managed to get to the port engine hive. Run out a bit, find ANOTHER tower stack. I debate for a bit, then realise that I can't get out any other way; the subspace hive was boxed in with a wall of towers, and I already got stuck trying to get out of noname hive. Tried it, got stuck AGAIN. Three times now.

At this point I get mad, say 'screw it', and morph to a fade. I make it out of the hive, am blinking around to move to the marine spawn and bile bomb them into next century. I blink down into the mess hall, realise I'm stuck inside of one of the ladders in the mess hall.

Is there ever going to be a solution to aliens getting 'stuck' all over the maps? Blink constantly gets me stuck, I can't be an onos unless I'm feeling particularly masochistic and feel like not going anywhere for a while. <i>* SniperSkunk grabs a snickers - and gets paid gobs of money for product placement in the forums</i>

Perhaps something like what Voogru has, where if you're stationary for a long time, it'll ask you if you're stuck or not?

Comments

  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    <!--QuoteBegin--SniperSkunk+Jan 3 2003, 02:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SniperSkunk @ Jan 3 2003, 02:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is there ever going to be a solution to aliens getting 'stuck' all over the maps?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This has also been beaten to death. Apparently it was much worse in the betas, and it is a non-trivial problem. So if anything is done, don't expect it in anything earlier than 1.1. Frankly, I haven't run into getting stuck that often. Maybe because I don't blink alot, meh.
  • SniperSkunkSniperSkunk Join Date: 2002-11-07 Member: 7644Members
    <!--QuoteBegin--Aaron+Jan 3 2003, 01:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Jan 3 2003, 01:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--SniperSkunk+Jan 3 2003, 02:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SniperSkunk @ Jan 3 2003, 02:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is there ever going to be a solution to aliens getting 'stuck' all over the maps?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This has also been beaten to death. Apparently it was much worse in the betas, and it is a non-trivial problem. So if anything is done, don't expect it in anything earlier than 1.1. Frankly, I haven't run into getting stuck that often. Maybe because I don't blink alot, meh.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I tend to get stuck quite a bit with blink, and am ALWAYS getting stuck as an Onos... the games are usually over before I get to be an onos, so I enjoy it when I can; I just get mad because when I CAN go onos and be the giant, fearsome brute that scares the marines !@#$less, I tend to get my giant, powerful, brutish self stuck far more often than not...
  • Naughty_BremboNaughty_Brembo Join Date: 2002-05-30 Member: 701Members
    Why do you expect a rhino-sized creature to be useful everywhere? It´s a friggin tank built for big spaces, not crouch-jumping in vents.

    And until you fully understand how hard fading is to code, don´t nag at the dev team just because they didn´t get it "perfect" in the first beta.
  • SniperSkunkSniperSkunk Join Date: 2002-11-07 Member: 7644Members
    <!--QuoteBegin--Naughty Brembo+Jan 3 2003, 01:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naughty Brembo @ Jan 3 2003, 01:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why do you expect a rhino-sized creature to be useful everywhere? It´s a friggin tank built for big spaces, not crouch-jumping in vents.

    And until you fully understand how hard fading is to code, don´t nag at the dev team just because they didn´t get it "perfect" in the first beta.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't expect it to be useful -everywhere-, but I do expect to be able to walk out of the unnamed hive without getting stuck on a 4 inch protrusion from the floor. And if my team has just walled me in using o and d towers, what else am I supposed to do?

    The reason I am 'nagging' the dev team is because the last 4 patches (All server side) have stated nothing about the issue and I wanted to know if it was even on the agenda or if they were going to leave it as is.

    I don't think it's a particularly unfair request; I see alien players get stuck quite frequently when using blink or less often when going Onos (Mainly because most games are over before the third hive can even start being built).
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    <!--QuoteBegin--SniperSkunk+Jan 3 2003, 03:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SniperSkunk @ Jan 3 2003, 03:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The reason I am 'nagging' the dev team is because the last 4 patches (All server side) have stated nothing about the issue and I wanted to know if it was even on the agenda or if they were going to leave it as is.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't know if it was mentioned at all in the changelogs, but it is acknowledged and Flayra will probably tackle it after the N other things that people are complaining about more loudly. Search the board, it's been discussed. I'm too lazy to do the search.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    <!--QuoteBegin--Aaron+Jan 3 2003, 03:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Jan 3 2003, 03:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--SniperSkunk+Jan 3 2003, 03:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SniperSkunk @ Jan 3 2003, 03:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The reason I am 'nagging' the dev team is because the last 4 patches (All server side) have stated nothing about the issue and I wanted to know if it was even on the agenda or if they were going to leave it as is.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't know if it was mentioned at all in the changelogs, but it is acknowledged and Flayra will probably tackle it after the N other things that people are complaining about more loudly. Search the board, it's been discussed. I'm too lazy to do the search.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ah, here it is:

    Flayra:

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Some of the getting stuck issues will probably require a client patch as well, which won't be a few more weeks at least.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • SniperSkunkSniperSkunk Join Date: 2002-11-07 Member: 7644Members
    <!--QuoteBegin--Aaron+Jan 3 2003, 02:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Jan 3 2003, 02:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Aaron+Jan 3 2003, 03:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Jan 3 2003, 03:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--SniperSkunk+Jan 3 2003, 03:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SniperSkunk @ Jan 3 2003, 03:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The reason I am 'nagging' the dev team is because the last 4 patches (All server side) have stated nothing about the issue and I wanted to know if it was even on the agenda or if they were going to leave it as is.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't know if it was mentioned at all in the changelogs, but it is acknowledged and Flayra will probably tackle it after the N other things that people are complaining about more loudly. Search the board, it's been discussed. I'm too lazy to do the search.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ah, here it is:

    Flayra:

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Some of the getting stuck issues will probably require a client patch as well, which won't be a few more weeks at least.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Gotcha, Aaron; wait for 1.1 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    That's the kind of response I was hoping for, rather than Brembo's 'STFU, quit whining and deal with it' remarks.

    Thanks for the help <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    i feel your pain. I get stuck in walls and corners way to much with blink, and i get stuck on buildings with onos as well. I understand why you brought the subject up...being another client side patch is going to be released. Out of all of the "balance issues" they are going to fix, they didnt say about any bug fixes. Like marines being invulnerable to bite in that one vent on nancy, the blinking issues, stuck issues, etc.

    Something is up with carapace on gorges too. I swear i empty clip after clip into gorges with carapace and they DO NOT die. Its not just me either...LMG clip, pistol clip...still alive, has happened on more then one occasion.
  • Naughty_BremboNaughty_Brembo Join Date: 2002-05-30 Member: 701Members
    Oooook, here we go.

    Qute from SniperSkunk:

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Gotcha, Aaron; wait for 1.1 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You couldn´t figure that one out for yourself?

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    That's the kind of response I was hoping for, rather than Brembo's 'STFU, quit whining and deal with it' remarks.

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah, because THAT is PRECISELY what I said, right?
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    edited January 2003
    <!--QuoteBegin--Naughty Brembo+Jan 3 2003, 01:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naughty Brembo @ Jan 3 2003, 01:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why do you expect a rhino-sized creature to be useful everywhere? It´s a friggin tank built for big spaces, not crouch-jumping in vents.

    And until you fully understand how hard fading is to code, don´t nag at the dev team just because they didn´t get it "perfect" in the first beta.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I code in Tribes 2 (Which uses modified C++, so they're similar) and I made a teleporter 'gun' which works quite well. All I needed was to get a raycast, find the onCollision with terrain or an object and transform %obj to the location <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    i think that the off and def chambers shouldnt be clipped for aliens, because they can sometimes be very hard to get through...especially as onos....
  • SemperFiSemperFi Join Date: 2002-08-02 Member: 1049Members
    These are the kind of issues that will get better over time. I totally understand your frustration, but theres really nothing they can do about it now. Just wait for those client side patches to come in <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    <!--QuoteBegin--uranium - 235+Jan 3 2003, 04:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Jan 3 2003, 04:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I code in Tribes 2 (Which uses modified C++, so they're similar) and I made a teleporter 'gun' which works quite well. All I needed was to get a raycast, find the onCollision with terrain or an object and transform %obj to the location <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    *drools*

    Sounds nice. I still haven't got my head around the HLSDK...
  • daveyboydaveyboy Join Date: 2002-11-01 Member: 2197Members
    Personally I think Voogru's addition of asking if you're stuck while stationary for a long period of time helps. It's nice to see it pop up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    If you are stuck it just teleports you to a hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Works quite well. Perhaps it could be implemented in the next server patch? Just a question, thoughts?

    Daveyboy
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    keep in mind that nancy is the most troublesome map for this sort of thing. Get stuck too much stop playing nancy and your occurances will go down.
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    edited January 2003
    <!--QuoteBegin--uranium - 235+Jan 3 2003, 03:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Jan 3 2003, 03:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Naughty Brembo+Jan 3 2003, 01:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naughty Brembo @ Jan 3 2003, 01:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why do you expect a rhino-sized creature to be useful everywhere? It´s a friggin tank built for big spaces, not crouch-jumping in vents.

    And until you fully understand how hard fading is to code, don´t nag at the dev team just because they didn´t get it "perfect" in the first beta.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I code in Tribes 2 (Which uses modified C++, so they're similar) and I made a teleporter 'gun' which works quite well. All I needed was to get a raycast, find the onCollision with terrain or an object and transform %obj to the location <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    Tribes 2 is mostly open terrain, and even indoors there's not much to get stuck on. The Tribes team made a game with huge terrain and less detail. NS has lots of stuff sticking out of walls, which makes it a bit harder.

    For example:

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
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    The raycast from the player object will hit in that hole, but if you teleport there it will get stuck in the walls above and below the hole. There aren't many opportunities for such incidents in Tribes 2, but plenty in NS
    The proper (and more difficult, more CPU-consuming) way to do it is to sweep the whole hitbox through all level geometry and all other hitboxes in the player's path, and stop when it collides with anything.


    Had a funny incident on Bast recently. A fade blinks from the elevator to the maine base, and gets stuck in the ceiling., just two legs sticking out. Easy kill, and an expensive waste of resources for the aliens.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    On Hera, I do it all the time in the Marine spawn, I get half way through that floor the CC is on, and end up stuck inside the CC from underneath.

    The best bit was.... ONCE I got to eat the CC, as I was directly under it, COMPLETELY embedded in the floor, and they couldn't shoot me until the CC was dead!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    Somehow I once blinked through a floor I think <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    <!--QuoteBegin--SniperSkunk+Jan 3 2003, 04:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SniperSkunk @ Jan 3 2003, 04:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The reason I am 'nagging' the dev team is because the last 4 patches (All server side) have stated nothing about the issue and I wanted to know if it was even on the agenda or if they were going to leave it as is.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thats because Flayra is too busy fixing these "balance issues" ...
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    Tribes 2 has LOTS of spots for raycast teleporting errors. If you look at the buildings they have lots of nooks and crannys. Maybe Torque changes the way a raycast works (Specifically Eye Raycasts, which I used) that it checks for collision errors, but I've never had a problem with clipping.
  • nicegamenicegame Join Date: 2002-11-05 Member: 7009Members
    From my vast experiences in NS i have found that Onos arent all that. I too have got stuk going Onos 3 times in a row.
    The best and only way to do it is to just go outside a hive and evolve. Its not that bad if you have lvl 3 sensory and cloak and sit in a corner and turn to Onos. If you dont have cloack then youre a real easy target during the long evolution time. But one fade thats willing to hang out and watch ya can take care of that.
    Of all the games ive played ive seen Onos used 1 time to "win" a map. Not just onos rushing in to finish the main base, but Onos being the only thing that killed a siege after a hive was killed or somehting.
    Id like to see a way to make a better mid game. The only classes that are really used by alien is fade and skulk. Not alot of people play lerk ive noticed, ive heard alot of people say lerks suck, but imho 2 fades plus a lerk is 3 times as good as 3 fades.
    Seems like the aliens get 2 hives then its game over for marines. The majority of the games ive played in 1.3 have been 2 hive winds for aliens 98% of the times. Hardly see onos anymore.
    One game on bast i was playing on Takens server lasted for about 3-4 hours. I came into the game when there was 2 hives too. So i dont know how long it rally went on. Anyways, we got 3 hives and i went Onos, we lost 2 of our hives right after that. I was the only onos on our team and i lasted for about 3 hours. I took down prob 45+ HA HMG marines, i ended up with over 80 kills. The only reason i did this well, they were pushing for feedwater over and over again, and i had lvl 3 cloak. Id just sit and hide let em walk by then destroy. From my experience onos are only good under these circumstances, but of the 50000 games ive played this was the only one ive seen onos used to turn a game and win. Not just be an endgame thing used to run into the marines base and have fun type of thing.
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    <!--QuoteBegin--uranium - 235+Jan 5 2003, 01:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Jan 5 2003, 01:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Tribes 2 has LOTS of spots for raycast teleporting errors. If you look at the buildings they have lots of nooks and crannys. Maybe Torque changes the way a raycast works (Specifically Eye Raycasts, which I used) that it checks for collision errors, but I've never had a problem with clipping.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    There are many spots in Tribes 2 where you could get stuck, but there are many more where it's absolutely impossible, you just don't get stuck in outdoor terrain. In NS, half the map is full of trouble spots, and clean, smooth corridors are the exception.
    And I guess Tribes 2 does have such checks. I guess they check if you're in a wall and push you out of it automatically, as I've never gotten stuck in Tribes 2. I know a simple teleport to the first hit of a raycast will get you stuck most of the time if you don't check for collisions, so some kind of check is inevitable.
  • andyamlandyaml Join Date: 2002-11-15 Member: 8830Members
    A server I played on had a neat feature...if you were stuck, you would type /stuck in chat, and it would check to see if you could move for 10 seconds. If you couldn't, you would be teleported back to the hive. I think something like this would be nice, with a time delay so that way it couldn't be exploited. Or, maybe it would check if your energy recharged for a certain amount of time (because if you're stuck, your energy doesn't recharge) and if not, you'd be sent back to a hive. It'd be nice so that a defense chamber that was supposed to protect you doesn't end up costing you 70 resources.
  • Eater1Eater1 Join Date: 2002-12-18 Member: 11106Members
    <!--QuoteBegin--wlibaers+Jan 3 2003, 09:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wlibaers @ Jan 3 2003, 09:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--uranium - 235+Jan 3 2003, 03:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Jan 3 2003, 03:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
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    The raycast from the player object will hit in that hole, but if you teleport there it will get stuck in the walls above and below the hole. There aren't many opportunities for such incidents in Tribes 2, but plenty in NS
    The proper (and more difficult, more CPU-consuming) way to do it is to sweep the whole hitbox through all level geometry and all other hitboxes in the player's path, and stop when it collides with anything.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Does Half-Life have a built-in "area" raycast/trace/whatever the hell you wanna call it? Because that would solve this problem completely. Otherwise you could just try using multiple raycasts (although in a very odd spot this might still get you stuck), or simply check if the player is stuck (surely Half-Life has some method for checking if the player is encroaching into a wall?) after each teleport and unstuck him (say, with a loop that moves him away from the place he's stuck, checking if he's still stuck every once in a while, until he's clear of the obstruction). It would actually have to be a bit more complex than this (especially the unstuck code), but I'm sure it would be fairly simple to fix, with enough time.

    Eater.
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    Of course, the problem remains that you can still get stuck somewhere in the hive. Happens often when an Onos uses a movement chamber to go to a hive.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    <!--QuoteBegin--Kenichi+Jan 3 2003, 03:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Jan 3 2003, 03:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->keep in mind that nancy is the most troublesome map for this sort of thing. Get stuck too much stop playing nancy and your occurances will go down.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Nancy is, to be perfectly frank, a map in need of a serious clip-brushing, func_illusionary-pass, and general adjustment that wouldn't affect game play one whit except make both sides able to walk around the map without being stuck all the time. :-)

    Hell, the fact that you can't get out of that silly vent at the break in the floor without a jetpack, skulk, or lerk is just insane to me, but ANYONE can walk into it, even an Ono's, because of the break in the floor there.

    The map's one of the best alongside Eclipse, EXCEPT it's one of the worst because of the clipping errors it has all over the place, unfortunately. Which is doubly sad because it's one of my favorite maps. =-.-=
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