Jump to content
Welcome to the virtual battlefield, Guest!

World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

Bug Found with all Bombs


luvd520
 Share

Recommended Posts

my point is that it is not a sphere, but a cylinder

your point is a different point to mine, the 700m limit has nothing to do with it being a sphere or a cylinder, that 700m value only relates to the maximum render range of a 700m unit (infantry) outside of which that unit doesn't exist to your client

the cylinder pertains to ground objects you bomb, not player units that are rendered from a vizlist that it is mandatory to run a culling routine over

I'm not here to argue

it is a cylinder, we didn't change it, it's how the game engine is coded at a core level

I'm not discussing changes such as increasing the size of the cylinder when the solution we seek (the best solution) is an STO fire server for bombs and other ordnance

since it is already a cylinder, changing it to a cylinder would not solve anything you want solved

in reality, this is not a bug, but just the way it was coded to deal with certain issues and problems stemming from it not being anything like the real world and not being able to be like the real world, except to the degree that one might be able to decieve perception that it seems real

we could redesign the entire thing, but I have a feeling we won't be doing that anytime soon, whereas adding an STO fire server is merely a new feature and doesn't require we rebuild the entire game from a core game engine level

so it is the way to go, for us, and this game, given the situation we have to deal with to do it

Link to comment
Share on other sites

my point is that it is not a sphere, but a cylinder

your point is a different point to mine, the 700m limit has nothing to do with it being a sphere or a cylinder, that 700m value only relates to the maximum render range of a 700m unit (infantry) outside of which that unit doesn't exist to your client

the cylinder pertains to ground objects you bomb, not player units that are rendered from a vizlist that it is mandatory to run a culling routine over

I'm not here to argue

it is a cylinder, we didn't change it, it's how the game engine is coded at a core level

I'm not discussing changes such as increasing the size of the cylinder when the solution we seek (the best solution) is an STO fire server for bombs and other ordnance

since it is already a cylinder, changing it to a cylinder would not solve anything you want solved

in reality, this is not a bug, but just the way it was coded to deal with certain issues and problems stemming from it not being anything like the real world and not being able to be like the real world, except to the degree that one might be able to decieve perception that it seems real

we could redesign the entire thing, but I have a feeling we won't be doing that anytime soon, whereas adding an STO fire server is merely a new feature and doesn't require we rebuild the entire game from a core game engine level

so it is the way to go, for us, and this game, given the situation we have to deal with to do it

I certainly have no idea of the code this game was built or its systems but sometimes solutions are made by "cheating" the code, isn't there any solution sort of like this: "A bomber drops bombs a clone/player/crew/camera is created chained to the bomber where the bombs are going to fall drawing all players around the area that then could be hit" I know CRS has found some solutions around this sort of tactic and I'm sure if this was that simple CRS would already had done it.

This isn't a game break and doesn't affect many players but there should be a disclaimer on the details of bombers relating to this limitation avoiding WTF!! moments.

Link to comment
Share on other sites

my point is that it is not a sphere, but a cylinder

your point is a different point to mine, the 700m limit has nothing to do with it being a sphere or a cylinder, that 700m value only relates to the maximum render range of a 700m unit (infantry) outside of which that unit doesn't exist to your client

the cylinder pertains to ground objects you bomb, not player units that are rendered from a vizlist that it is mandatory to run a culling routine over

I'm not here to argue

it is a cylinder, we didn't change it, it's how the game engine is coded at a core level

I'm not discussing changes such as increasing the size of the cylinder when the solution we seek (the best solution) is an STO fire server for bombs and other ordnance

since it is already a cylinder, changing it to a cylinder would not solve anything you want solved

in reality, this is not a bug, but just the way it was coded to deal with certain issues and problems stemming from it not being anything like the real world and not being able to be like the real world, except to the degree that one might be able to decieve perception that it seems real

we could redesign the entire thing, but I have a feeling we won't be doing that anytime soon, whereas adding an STO fire server is merely a new feature and doesn't require we rebuild the entire game from a core game engine level

so it is the way to go, for us, and this game, given the situation we have to deal with to do it

So you're saying that the client knows of all units in a larger area then the actual list of visual players? Let's call it a big "behind-the- scenes" cylinder?

If that is the case the change that I describe above would be to remove the altitude part in all range checks when calculating the "vizlist": "Dumb down" range calculations from 3D to 2D. As the big "behind the scenes" cylinder with ALL players remain the same and the max number of visible players remain the same, all other rules regarding what ends up on the list the same... I think the impact for ground units would be none (possible improved with dumbed down 2D range calculation) but air units would "suffer" as they would start to get a bunch of ground units on their list even when flying 6km up... but that would be the whole point.

Link to comment
Share on other sites

If anyone can explain DOCs comments about "that's actually how it works for bombs RIGHT NOW IN GAME" and "the aircraft has left that circle and cannot (by code) be connected with the bombs anymore...." and "...at low altitudes this doesn't happen because the plane has not traveled far enough before the bombs make impact" and "vizlist that it is mandatory to run a culling routine over" into actual in-game scenarios and examples it would be much appreciated.

Especially the part on how the aircraft leaves a circle and is no longer connected to the bombs. I just can't understand how/where this would come into play in any kind of bomb run. I think I'm just getting stupider the more I learn about how this game works. It can be PMed to me directly so we don't need waste space in this thread due to my inability to understand obvious things.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...