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'jerky' collisions in 6.40.5? #88458
09/01/06 14:00
09/01/06 14:00
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mani Offline OP
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mani  Offline OP
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i'm not sure if this is the right place to ask this question, i've had a quick search and i can't find anything that helps. but basically after upgrading to 6.40.5 pro from the 6.31 trial i've found that when the player model collides with models in the level (e.g. buildings) the screen jerks around a lot.

i'm not sure what's happened as all i did was build the same level i made with the trial. when i walked into a building in the trial version the player was stopped then smoothly slid along it's surface the more you pushed into it, but now it jerks around quite a bit.

i wonder if this is something anyone else has encountered? i may have neglected to update a specific file? i'm using the plBiped stuff from template_6.

anyway, hope someone can help!

Re: 'jerky' collisions in 6.40.5? [Re: mani] #88459
09/02/06 19:38
09/02/06 19:38
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Grafton Offline
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I know c_move's collision has been improved a lot lately. You might try setting
"move_friction = 0;" and see if that helps.


Not two, not one.
Re: 'jerky' collisions in 6.40.5? [Re: Grafton] #88460
09/07/06 12:22
09/07/06 12:22
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mani Offline OP
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thank you - i will give that a go. it's not the end of the world if it doesn't work like earlier, but hopefully it does!

Re: 'jerky' collisions in 6.40.5? [Re: mani] #88461
09/07/06 19:18
09/07/06 19:18
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Grimber Offline
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jerky collision can occure if your using the my.polygon = on on your moving entity ( which you shouldn't be doing)

Re: 'jerky' collisions in 6.40.5? [Re: Grimber] #88462
09/11/06 12:27
09/11/06 12:27
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mani Offline OP
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mani  Offline OP
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ahh that's exactly what i'm doing!

however i was doing that in 6.31 too, without the problem... is there a better way? i've had a look around and the .polygon method was the only simple method i could find...

Re: 'jerky' collisions in 6.40.5? [Re: mani] #88463
09/11/06 20:14
09/11/06 20:14
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Grimber Offline
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make your static models/entitys poly precise for collision.

moving entitis should not use it ( untill octree culling eventualy), defualt now moving entities use a elipsoid collision hull. ( remember even with the poly collision the engine is still for now a BSP engine nd still has 'some' of teh limitations of a BSP engine, but not all)

watch your models animations, incase in its aniamation frames it moves its mesh outside the defualt collision hull area ( the models collision hull is set based on the BASE (first) model frame of the entire model)

you may need to manualy increase its hull size to compinsate for animations excedding the hull

Re: 'jerky' collisions in 6.40.5? [Re: Grimber] #88464
09/13/06 13:30
09/13/06 13:30
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mani Offline OP
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thanks a lot for your help!

i'll look into these - i think you may be onto something with the idea about some models animating and going outside the hull.

Re: 'jerky' collisions in 6.40.5? [Re: mani] #88465
10/08/06 07:03
10/08/06 07:03
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DavidLancaster Offline
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I'm getting the same issues, with an ellipoid player hull colliding with a polygon structure such as a building, it's as though the player is getting stuck and it's position being changed to fix the issue, and it jerks. It's even worse when 2 ellipoid hulls collide, jerks like crazy, I've tried all suggestions in this thread and it's not working. I may have to upload a demo to show the issue. Can anyone help???

Re: 'jerky' collisions in 6.40.5? [Re: DavidLancaster] #88466
10/08/06 16:36
10/08/06 16:36
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testDummy Offline
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I have an issue that seems to bear some relation to what is described in this thread.

For a project I am currently working on, I have a configuration where I can enable freezing of 'updates' to move variables immediately after a c_move call for the applicable move mode. Essentially, I can single step c_move calls using the [ enter ] key. (I'm not using freeze_mode or breakpoints to do this. ) So the sequence might be:
calculate movement
c_move
freeze next calculate movement and next c_move until [ enter ] key press
look around and look at debug values
[ enter ] key
repeat

player: defined as the moving entity of interest with polygon flag set to off
poly-structure: defined as a static non-moving entity such as building, surface to move on, etc. with polygon flag set to on

It seems, for me, there is a bit of c_move indecisiveness, when the player moves over certain types of poly-structures. It appears that the player 'flickers briefly' between an 'old position' (or maybe an undetermined position A) and a 'new position' (or maybe an undetermined position B) when c_move is invoked 'on' those types of poly-structures. It appears the greater the distance c_moved the more obvious or prenounced the issue becomes. Note that in the scripts, there are checks for collisions, and it seems that the issue even occurs when there are no direct collisions with the applicable poly-structure entity. Perhaps, there are merely mistakes in the scripting, but I have spent hours upon hours trying to determine the cause of the issue. If it is not a scripting mistake, then my current substandard, half-baked theory is that the issue occurs primarily when the player penetrates the bounding box area of the applicable poly-structure to deeply, like when the player walks a good distance into a poly-structure house, and perhaps when this 'deep' bounding box penetration occurs, there might be a built-in, hidden mechanism that tries to push or move the player back out or correct the penetration. (If I recall correctly, I think that I directly observed and/or read about similar mechanisms.) If such mechanisms exist, while they might be practical in some instances, there may very well be instances where they should be 'disabled'.

Re: 'jerky' collisions in 6.40.5? [Re: testDummy] #88467
10/09/06 03:53
10/09/06 03:53
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DavidLancaster Offline
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DavidLancaster  Offline
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Sweet so we're not alone with this issue

Would you know if this has been addressed in the bug forum or elsewhere? Perhaps we can start a thread there? Unless there's an obvious answer we're missing. Can anyone confirm if this issue is non existant in 6.3

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