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Assist => Feedback & Suggestions => Bug Reports => Topic started by: Leet on Thursday, January 08, 2015, 14:57:54 PM
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Hi all,
I'm not sure if it's a texture or a code issue, but one thing that I've always found silly is that you can throw a smoke in pipeline in the corner outside of main entrance and it will fill the hallway and main entrance with smoke. Is there any way to fix the smoke penetration of these walls?
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Not at all. This kind of behavior happens even in modern games. Basically, the smoke is just a whole pile of transparent textures overlayed on each other. The texture is scaled larger and then disappears. The texture goes through anything, any object. If enough time was spent and the engine was better, it might be possible to use hundreds or thousands of textures in small scale rather than the 20 or so large ones that make up the smoke now. By using tons of smaller textures, you can make them behave like particles and have them bounce off walls and things like that. But, this engine is so old that FPS would be almost non-existent if this happened.
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Yes, like Spanky said, there's noting that can be done really.
But what I wanted to say was that I know some of the competitions didn't allow using this "feature" at some points.
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Actually, this engine is capable to destroy particle on collision - it depends on particle implementation, but this will 'kill' online gaming (is too 'heavy' for net).
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Yea, you can kill particles but then you have huge amounts of smoke disappearing and it's not very realistic, at least with large textures/sprites. If you used hundreds or thousands of sprites, having them destroy on collision would work, it just would be very intensive and not feasible on this engine.
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What else would you expect to happen with all the cheap workmanship and corner cutting all the building contractors were using constructing the buildings. Cracks in walls so large you see peoples heads and guns coming through. HA HA :D :D
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What else would you expect to happen with all the cheap workmanship and corner cutting all the building contractors were using constructing the buildings. Cracks in walls so large you see peoples heads and guns coming through. HA HA :D :D
Yeah, apparantly the US Army didn't have money to hire good builders so they outsourced it to India or China or something.
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That's interesting, why are textures allowed to pass through each other anyway? Rather, why isn't there some sort of collision detection for *specific* texture interactions (like wall and smoke)?
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You can do collision for BSP (walls). You generally don't want collision though because the textures are so huge and if one disappeared, it would almost make the whole screen flash and look weird. Particles are a very tricky thing to get looking right, darn near impossible on an old engine.
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You can do collision for BSP (walls). You generally don't want collision though because the textures are so huge and if one disappeared, it would almost make the whole screen flash and look weird. Particles are a very tricky thing to get looking right, darn near impossible on an old engine.
So all in all, from what I've gathered, the problem is that you can't just "delete" a part of texture, you can only remove the whole thing. And because smoke is made out of just a couple (10-15 I guess?) of textures, having some of them disappear would make it look aweful and useless.
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So all in all, from what I've gathered, the problem is that you can't just "delete" a part of texture, you can only remove the whole thing. And because smoke is made out of just a couple (10-15 I guess?) of textures, having some of them disappear would make it look aweful and useless.
Correct. You could get past this by using hundreds or thousands of textures that are much smaller so it behaves more like real life particles but, this engine is far too old to be capable of such hungry features.
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what about fixing the see through wall bug? (:
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what about fixing the see through wall bug? (:
Make a list of places where this is a problem and provide screenshots, then we can use some trickery to prevent people from doing that, namely adding Anti-Portals in the walls.
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i can do it on any wall.. its very simple even works on terain in bridge but afterall its the same thing
cant move when i open map in offline for some reason?
ill just yolo PB and take few SS on some empty pipe server
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You can't move because your player is locked, type "mpcheat playerlock0" in the console or just class a weapon.
I know that can be done on any wall, my point was, where is it a problem? Where is it an advantage? Where should we focus on fixing it?
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its an advantage everywhere.. it even removes smoke/fog so you see stuff clearly.. Ez to check where people are or are moving..
example doing at start of round in CP room to see all enemys and where they are moving
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Or in main entrance, from outside to see where people are hiding inside of main and prefire at them / flash them. I see quite a few people doing this.
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You can't move because your player is locked, type "mpcheat playerlock0" in the console or just class a weapon.
I know that can be done on any wall, my point was, where is it a problem? Where is it an advantage? Where should we focus on fixing it?
You're such a noob when it come to offline playing.
There's no reason to use multiplayer cheats when playing offline (i.e singleplayer) ;) .
Just "class r" will give you a weapon and unlock you.
It also helps doing "god" and "deathstalker", last of which gives unlimited ammo.
I know what "see through walls" shit they're talking about and I know it's a problem for a lot of places, hell most of all places, the whole Pipeline map for instance. The thinner the wall the easier this is to do. However, I don't know of an easy way to "fix" this. As I believe it makes your camera go on the other side of the wall, it doesn't matter how many anti-portals you put there...
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We can thicken walls but if your camera goes even slightly inside the wall, it can see through so by adding an anti-portal, everything will be removed from the map and the player will see nothing. It won't fix the problem but it will fix the advantage.
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If you have decent normal sound you know where the enemy is anyway, specially on Pipeline
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If you have decent normal sound you know where the enemy is anyway, specially on Pipeline
Not when I throw a smoke and talk a lot on TS ;)
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Not when I throw a smoke and talk a lot on TS ;)
Haha you annoying fucker. I mean even without sound, the spots where the enemy is going to be are so predictable. Even more since most of the pubbers nowadays are too lazy to change tactics
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there's no advantage at all for assault smoking that corner, all it does is cover sound for defense so they can nade/flash/do whatever the fuck they want. When i'm defense I love when assault smokes that corner, you can still see players coming through maindoor when leaning out as defense in main. So keep smoking peeps.
As far as the bugging goes, it's silly. Gives no real advantage in smoking through walls.
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It was an advantage in weapons cache matches, when opposing team camped 3d floor you could already ruin their sound and sight a bit by smoking on top of the racks at 1st floor.
For pipe it does not help a lot, main purpose of such a smoke is for stopping the sound, but that only works on 4v4 when def does not know where to watch, distracting them at main and pushing north or primary valve.
It is a bit more annoying to see main, but still not enough smoke unless you stack some, which will give the team a disadvantage since they need those smokes in main pump.
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I know that can be done on any wall, my point was, where is it a problem? Where is it an advantage? Where should we focus on fixing it?
Where I have seen it done most in pipeline is the steps coming into main pump room from main corridor, the exterior side of main pump room on the south side, exterior side of the east side of main building, and two spots outside oil tower entrance. One just south of the door and other where north east and east tunnels join.