Issue with the Hermes hangar (fly through walls)
When you try to ram the walls on the side of the flight deck (those with the diagonal steel beams) you can fly right through them. You can stay inside the hull of the model without taking any damage and even exit the ship Doesn't work when trying it from the outside.
Is this a bug or simply due to engine limitations ?
Samheyn wrote:When you try to ram the walls on the side of the flight deck (those with the diagonal steel beams) you can fly right through them. You can stay inside the hull of the model without taking any damage and even exit the ship Doesn't work when trying it from the outside.Is this a bug or simply due to engine limitations ?
Sadly this may be engine limitations (call it a WC3 hommage since similar stuff was possible there)
I noticed this bug myself. Please enter it to Mantis anayway, I'll check what I can do about it, but currently I think the engine simply cannot handle collision detection better. I improved this a great deal already, but it is a very bad algorithm to begin with.
I believe it is related to the fact that the fighter is positioned inside the collision bounding box. Not that it helps much. It is either this or player's fighter will be position in the middle of the hangar.
Tolwyn wrote:I believe it is related to the fact that the fighter is positioned inside the collision bounding box. Not that it helps much. It is either this or player's fighter will be position in the middle of the hangar.
So that isn't the problem. The walls have their own bounding box. The problem is probably that the hangar walls form the inside are made up of so much scmall detail stuff and the outer wall is too thin. So the player gets a chance to slip through.
I really doubt we can handle this and it's a minior issue anyway which will most likely only happen with the Jutland hangar. The collision detection code is simply a mess and there's not much I can do about it without a complete rewrite of the physics engine 😉
yea i just tested this on the other ships in the fleet. same behaivior. i could see into the space between the hull and the hangar.
and this is also a great glitch to easily takeout capships.
btw the AI is shooting at me inside the hangar. basicly destroying itself
Nightmare wrote:and this is also a great glitch to easily takeout capships.
Please explain this further. How?
well the old fly into the hangar and fire everything you got worked in wing commander before. but this time its realy a bit too easy. because of the fac that most capships have hangars... it is now possible to just fly inside, be shielded by everything and take them out from theinside.
since torpedos are so easily shot down by the "flak" i tried it on the big carrier in mission 4 and it would have exploded if it werent for the 19% invulnerable you coded in.
Nightmare wrote:well the old fly into the hangar and fire everything you got worked in wing commander before. but this time its realy a bit too easy. because of the fac that most capships have hangars... it is now possible to just fly inside, be shielded by everything and take them out from theinside.since torpedos are so easily shot down by the "flak" i tried it on the big carrier in mission 4 and it would have exploded if it werent for the 19% invulnerable you coded in.
First of all torpedoes bypass shields anyway and 2nd... the collision error has been fixed. It was a problem with the Jutland model.
today while taking some footage of the game i had some colision problem with the kilrathi carrier from mission 4 aswell. i could see inside while beeing in the launchbay
Nightmare wrote:today while taking some footage of the game i had some colision problem with the kilrathi carrier from mission 4 aswell. i could see inside while beeing in the launchbayConfirmed.
FekLeyrTarg"]There is no Kilrathi carrier in Mission 4
KeldorKatarn"]There is no Kilrathi carrier in Mission 4 I think he's talking about the Fralthi-II. But I've noticed something similar while trying to fly through the carrier's hangar in mission 2. If I recall correctly you can see the bug if you ram the walls just outside the hangar. I'll post a screenie shortly.
Should all be fixed.
My first inflight screen looks like this is that the "wall problem" you mentioned?
glcksbrchy wrote:My first inflight screen looks like this is that the "wall problem" you mentioned?
Ok. Either you're macking fake reports here or you do have corrupt data. Please delete everything and re-install. This is NOT the first screen upon start.
Also what OS are you running this under? This is a Windows application and we haven't delivered any non-windows binaries. Neither have we authorized a test under Wine or whatever other emulator.
At this point I have a string feeling you are trolling here. So unless you tell us EXACTLY what the problems are and stop posting fake stuff you will be excluded from this forum. I DO know what bugs are possible and which are not.
All ships starting several units below the specified position is NOT possible. If you are running this under Wine, stop doing so and run it under Windows. Also don't report bugs about joystick issues that are impossible. One axis on the joystick the other on the mouse is NOT possible.
some facts: 1) I'm using WinXP Pro Sp3 2) I'm using a shell named blackbox, i think you interpret that as Wine, because i ran the app in windowed mode 3) Thanks for your hint, that a new version is released. I patched it and the carrier walls are ok now as well as the Joystick/Mouse control. Both reports were real, why should i fake it?
glcksbrchy wrote:Both reports were real, why should i fake it?
You never know. This project doesn't have just friends you know and some of the errors sounded a bit unlikely. However good to hear that the problems are gone for you. Sorry if I wrongly accused you of faking.
np, anyway, i AM a friend WC Universe was a companion in my youth i would not miss, and i regret that it's official abandoned So you Guys do a great job for all WC fans, thanks a lot 😊
KeldorKatarn wrote:Also what OS are you running this under? This is a Windows application and we haven't delivered any non-windows binaries. Neither have we authorized a test under Wine or whatever other emulator.
Too late 😉
Although for the record, the game is effectively unplayable under WINE and I have not now nor shall I post feedback about it (not because it's unauthorized, but because any bugs I discovered are far more likely to be because of WINE than because of the game and hence not germane to the beta)
It could be XP SP3 as well, though -- I could never get saga fully working on XP SP3; In order to participate in the beta test, I reconnected an old unused hard drive and installed Windows 7 on it and it works perfectly on a clean install of the OS. I'm not sure if that's an XP issue or some cruft left over--I'm primarily a Linux user and originally installed the beta on an XP partition that's been untouched save for service packs and virus scan updates for 3-5 years.
Citizen Bleys wrote:It could be XP SP3 as well, though -- I could never get saga fully working on XP SP3; In order to participate in the beta test, I reconnected an old unused hard drive and installed Windows 7 on it and it works perfectly on a clean install of the OS. I'm not sure if that's an XP issue or some cruft left over--I'm primarily a Linux user and originally installed the beta on an XP partition that's been untouched save for service packs and virus scan updates for 3-5 years.I run Saga (Beta as well as Prologue) on XP SP3 with no problems, so i think it's not the OS fault.
maybe it's driver problems or something. I also cannot imagine what the problem should be. Saga simply builds on standard windows, OpenAL and OpenGL, nothing fancy there.