Tremulous Forum

General => Feedback => Topic started by: Meisseli on May 10, 2011, 08:29:53 PM

Title: Flamer bugs
Post by: Meisseli on May 10, 2011, 08:29:53 PM
NOTE: Try toggling cg_thirdperson, cg_drawbbox, and cg_drawgun while watching the demos.

Title: Re: Flamer bugs
Post by: Nux on May 10, 2011, 09:38:18 PM
Also notable is how large the projectiles seem to be. It looks a little ridiculous when you fire near a wall and the flamer hits the wall despite being visible distant from it. Try shooting past a corner to see what I mean.
Title: Re: Flamer bugs
Post by: Tremulant on May 10, 2011, 09:50:41 PM
You mean like the flame splashing on the step in front of the slope, when it looks like it should fire straight past?
http://www.mediafire.com/?qgxnyk2c3cfg3ud
Title: Re: Flamer bugs
Post by: Meisseli on May 10, 2011, 09:57:27 PM
Quote from: Nux on May 10, 2011, 09:38:18 PM
Also notable is how large the projectiles seem to be. It looks a little ridiculous when you fire near a wall and the flamer hits the wall despite being visible distant from it. Try shooting past a corner to see what I mean.
Quote from: Meisseli on May 10, 2011, 08:29:53 PM
It seems like the flame particles are too big. Perhaps their size should be reduced.
Particles, projectiles, whatever. Same thing though!

Quote from: Tremulant on May 10, 2011, 09:50:41 PM
You mean like the flame splashing on the step in front of the slope, when it looks like it should fire straight past?
http://www.mediafire.com/?qgxnyk2c3cfg3ud
That one is the same one as Demo 2 in the first post too (well a remake on my part actually)
Title: Re: Flamer bugs
Post by: sirshiz on May 11, 2011, 01:09:59 AM
Flamer Bugs?
Title: Re: Flamer bugs
Post by: SirDude on May 11, 2011, 04:06:58 AM
Yes the flamer is a odd weapon right now, i have always said that it should be like the wolfenstein flamer.
the bugs just add to this more.
Title: Re: Flamer bugs
Post by: UniqPhoeniX on May 11, 2011, 08:35:44 AM
In fact the flamer particles are so big that when you are standing in a corner and firing away from the corner, the flames will hit the wall behind you.
Title: Re: Flamer bugs
Post by: Meisseli on May 14, 2011, 02:14:33 PM
Quote from: UniqPhoeniX on May 11, 2011, 08:35:44 AM
In fact the flamer particles are so big that when you are standing in a corner and firing away from the corner, the flames will hit the wall behind you.
Demo 4 (http://dl.dropbox.com/u/18542862/demos/flamer4.dm_70)

Ugh.
Title: Re: Flamer bugs
Post by: Plague Bringer on May 18, 2011, 12:07:32 AM
Quote from: sirshiz on May 11, 2011, 01:09:59 AM
Flamer Bugs?

(http://mikes-images.com/films/sst/images/sst_mq_261.jpg)

!!!

Particle size is (should be?) negligible because we're getting new ones in 1.2.
Title: Re: Flamer bugs
Post by: UniqPhoeniX on May 18, 2011, 01:38:05 AM
It's not about the size of the visible particle, but the bboxes. Set cg_drawBBox 1 and use flamer.
Title: Re: Flamer bugs
Post by: ULTRA Random ViruS on May 18, 2011, 01:33:39 PM
The only flamer bug i find is that somehow, i don't understand, the boundry box turns along with ur aim so if ur touching a wall with ur boundry box flat againts it (to test just a simple map, atcs, touch a wall) and aim about 45 degrees off it. Now aim 90 degrees off it. The 45 degree angle makes the flame 'boundry box' collide with the wall ur touching.
Title: Re: Flamer bugs
Post by: David on May 18, 2011, 01:47:13 PM
Bounding boxes can't turn, they are always axis aligned.
Title: Re: Flamer bugs
Post by: F50 on May 19, 2011, 05:43:38 PM
Is that true of weapon traces?
Title: Re: Flamer bugs
Post by: gimhael on May 19, 2011, 07:18:37 PM
You could do a capssule/sphere trace.
Title: Re: Flamer bugs
Post by: Nux on May 20, 2011, 08:40:00 AM
Well it would be better if you can make the flamer projectiles grow with time, but failing that you could use 4 smaller projectiles (each with a quarter of full damage) that have slightly different trajectories so that they separate with time.
Title: Re: Flamer bugs
Post by: jm82792 on May 23, 2011, 07:01:56 AM
Quote from: Nux on May 20, 2011, 08:40:00 AM
Well it would be better if you can make the flamer projectiles grow with time, but failing that you could use 4 smaller projectiles (each with a quarter of full damage) that have slightly different trajectories so that they separate with time.
Like this idea /\