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 Post subject: Building Collision Bug (LA ON)
PostPosted: January 28th, 2009, 12:57 pm 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3988
This bug occurs on all buildings with LargeAssets ON when a vehicle explodes in close proximity to it.

I noticed this in NSDF Mission #2: (while playing with LargeAssets ON of course)

I set turrets around the command tower, supply depot, etc. Fighters got destroyed, and one exploded close to the ammo supply depot.

I went to the supply to reload, and accidentally bumped into it. Instead of bouncing back, I was sucked in and spinning out of control. It was very difficult to get out of the supply building.

The root cause of this is the ground shock effect from explosions when LargeAssets is ON. Explosions happening near the building make the building unstable until it is destroyed or recycled. It obviously has some motion variables that are taken into account when checking for collisions that are effected by the ground shock effect, and these variables never reset to how they were before the explosion.

I personally, would love the LargeAssets effects without the ground shock/spinning eject.

But I supposed changing it would involve the code?

Did anybody else notice this bug or just me? :?:

EDIT:
It does not involve the code.

xgndshk.odf
Code:
[Explosion]
classLabel = "planarexpl"

frameName = "xplring.0"
frameCount = 32
frameDelay = 0.03
explRadius = 2.0
explSound = NULL
damageRadius = 50.0
damageBallistic = 0
damageConcussion = 0
damageFlame = 0
damageImpact = 0
omegaShake = 5.0


If omegaShake is made to be 0.0, the ground shake and spinning eject are removed, and we no longer have building collision bug.

You can't just go changing ODFs in 1.4, you'll get mismatch.

But, you may help discuss what should be done for BZ 1.5 if it is made.

EDIT: Here's an example:


Last edited by Sporkinator on October 30th, 2009, 7:23 pm, edited 3 times in total.

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 Post subject: Re: Building Collision Bug (LA ON)
PostPosted: January 30th, 2009, 11:51 am 
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Joined: August 20th, 2007, 12:17 pm
Posts: 3155
Location: Zagreb, Croatia
Yeah, the spinning... when I turned my LA off, I was stratter only, I wasn't even entering those "weird" DM games. So I haven't done it because I hated my pilot's gymnastic training, I did it cause I couldn't afford being trapped in my own supply for 20-30 seconds, every now and then.

It's a glitch, not a bug, cause you can't repeat it whenever you want. It doesn't happen all the time.


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 Post subject: Re: Building Collision Bug (LA ON)
PostPosted: January 31st, 2009, 7:08 am 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3988
It happens when a vehicle is destroyed near a building with LA on.

It works on all buildings to some extent (Except Gun Towers, and it seemed to not effect Comm Tower), but is most noticeable on Supply, Hangar, and S-Power.

It doesn't work on Gun Towers, because those are like turrets, they are tilted by the Thumper and by LA ground shock.

I tested it and it happens every single time without fail. You might have to purposely drive into the supply to test this, but I did just that. Therefore, it is indeed a bug.

I can reproduce it whenever I want. I get near a building and eject. Then get a new tank and collide with the building.


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 Post subject: Re: Building Collision Bug (LA ON)
PostPosted: February 1st, 2009, 2:07 am 
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Joined: December 29th, 2008, 7:44 am
Posts: 230
Location: The Converted Fury Flagship
The bug/glitch also exists on the N64 Battlezone: Rise of the Black Dogs game. :)

I have never seen this bug/glitch before on this battlezone for the PC though.


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 Post subject: Re: Building Collision Bug (LA ON)
PostPosted: February 1st, 2009, 4:12 am 
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Joined: June 1st, 2008, 9:16 pm
Posts: 3988
If you want to see it in BZ for PC, you have to play with largeAssets=1 in render.cfg in your BZ directory.


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 Post subject: Re: Building Collision Bug (LA ON)
PostPosted: April 10th, 2009, 2:51 pm 
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Joined: December 19th, 2008, 9:19 pm
Posts: 1159
Location: Mars
Isn't LargeAssets=1 by default. That's how it was when I saw it.


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