Collision is absolutely godawful

1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
So about collision, in its current state it seems incredibly soft (it is easy to slide past people, collision models seem small to nonexistent especially during jumps). There is very little actual collision but a lot of sliding and slipping. I cannot count the amount of times I have seen a marine's torso slide through my screen as a lerk or skulk, or a seemingly dead on leap would magically leave me behind the marine instead of next to them on account of phasing right through their body.
It seems to me that something like solid collision is very important for consistent melee gameplay. If this is what the final deal is going to look like I think I want my money back. Not out of spite but out of the fact that currently all the small alien lifeforms are not much fun for me to play and they were by far my favourite part of NS1.

Comments

  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    Collision should definitely be a bit more solid. I've had the idea before to make it so if a skulk is aiming dead at a marine the skulk will not slip by him if the skulk holds the 'move forward' key. Buuut I think just making it a bit hard to slip by a marine as a skulk would make things easier.
  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
    supposedly improved in 224, if that ever actually gets released. /goes back to refreshing title page
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=1996380:date=Oct 24 2012, 05:10 PM:name=unkind)--><div class='quotetop'>QUOTE (unkind @ Oct 24 2012, 05:10 PM) <a href="index.php?act=findpost&pid=1996380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->supposedly improved in 224, if that ever actually gets released. /goes back to refreshing title page<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think that is only the removal of the glitch through legs bug, which is rather recent. The soft collision has been a feature since alpha, not that anyone cared back then cause of all the lag.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    As far as I know (correct me if I'm wrong) collision is so awful because the collision models use ellipsoids or possibly cylinders. That means when you run up against a player you slide along the rounded surface. NS1 used boxes with flat sides, which worked much better for melee combat.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Agreed, apparently improved in 224. I'm sure the slip'n'slide and walking over everything won't be all fixed, but the issues are known at least.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    Yeah, the collisions still need a lot of rethinking. Spheres colliding with cylinders that have halved spheres for top and bottom definitely isnt working very well. As usual, simpler the better. Boxes would be so much more predictable.
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    <!--quoteo(post=1996407:date=Oct 24 2012, 05:44 PM:name=elmo9000)--><div class='quotetop'>QUOTE (elmo9000 @ Oct 24 2012, 05:44 PM) <a href="index.php?act=findpost&pid=1996407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, the collisions still need a lot of rethinking. Spheres colliding with cylinders that have halved spheres for top and bottom definitely isnt working very well. As usual, simpler the better. Boxes would be so much more predictable.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The issue with boxes is that then skulks would get stuck on things while running across walls and ceilings and even marines would start getting stuck on things even slightly jutting from the wall.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    Without proper player clip work from the level designer, thats true. Probably best would be less rounded collisions between players only, but keep the current ones when interacting with the level itself. No idea if that would be possible/how that would actually work though.

    Eitherway, collisions between players are horrific at the moment.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    I hope we see flat edges. I always thought a flat-topped and flat-bottomed hexagon would work fine. Face on collision would halt both players but grazing each other might still yield some slide (not that I think slide is necessary anyway).
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited October 2012
    <!--quoteo(post=1996410:date=Oct 25 2012, 08:49 AM:name=ChickenOfWar)--><div class='quotetop'>QUOTE (ChickenOfWar @ Oct 25 2012, 08:49 AM) <a href="index.php?act=findpost&pid=1996410"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The issue with boxes is that then skulks would get stuck on things while running across walls and ceilings and even marines would start getting stuck on things even slightly jutting from the wall.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Even if this really ends up being the case, i would still be happy with the lesser of two evils.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited October 2012
    <!--quoteo(post=1996389:date=Oct 24 2012, 05:28 PM:name=Raza.)--><div class='quotetop'>QUOTE (Raza. @ Oct 24 2012, 05:28 PM) <a href="index.php?act=findpost&pid=1996389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as I know (correct me if I'm wrong) collision is so awful because the collision models use ellipsoids or possibly cylinders. That means when you run up against a player you slide along the rounded surface. NS1 used boxes with flat sides, which worked much better for melee combat.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have heard this too, this makes me fear it is a permanent feature.

    In general the fact that I have not yet seen collision mentioned in by the devs (except for fixing the glitch through legs thing in 224) and it has really not much improved (to my eyes at all) since alpha. Although massive improvements in server performance, lag and netcode have certainly improved it the core has not been altered in any way.
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