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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.

Walls, Burms, etc.


imded
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Is it in the works to make these things more solid?

I am tired of getting killed thru walls and burms.

This would also stop clipping too if they were totally solid objects. :D

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they are totally solid

clipping is an entirely different issue, and is the ONLY way you can be killed "through a wall" etc/..

no immediate solution is available, it's actually quite complex

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  • CORNERED RAT

Also if you suspect someone of clipping please dot report it asap with details of who and where.

This is one of the jobs of the GM team. Also they will never answer a player directly who made the report.

Sent from my Kindle Fire using Tapatalk 2

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gentlemen, I have sent numerous dot reports in the past and

it appears, suddenly nothing happens.

I also know of others doing reports too.

I am aware you will not get any answers.

But the fact that you see no discernible action (or effect happening) being done,

makes it frustrating and seems a waste of time.

So I am close to the camel being overloaded.

What is the potential eta of a real coder(s) coming on board??

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oh, if they were solid objects, then you wouldn't see feet (and other stuff) poking thru walls.

Cause the object wouldn't let it happen as seen in other games.

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I once I found an ATG clipping inside one of those oil depots dunno if this was fixed but was long ago.

I still sometimes when sprinting inside a CP and after playing a while I fall inside the stairs but at this time I'm also unable to climb small berms or destroyed walls that I could before, seems it associated with the usage of memory.

Edited by fxmkorp
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SPD

you mistake clipping to mean "not solid" ... this is an incorrect understanding of how game rendering works.

"Solid" means you cannot pass completely through it, and in our WWIIOL case, ordnance (bullets) cannot pass through it either. Player avatar clipping is a collider render issue which demands you understand how that is done at the computer code level if you wish to make assumptions about how it defines terrain objects based on their interaction.

ie: clipping issues are dependant on how collider boxes work. Clipping being able to occur does not guarrentee the clipped object is not solid. I'm not arguing that clipping isn't awful to experience and should not be addressed, I'm saying that to assume that the terrain objects being clipped are not solid, is false.

I totally agree that less ability to clip terrain objects would be absolutely great. Making that happen is an entirely different thing than saying how great it would be. Never assume we wouldn't want less clipping in our game. That would be a very incorrect assumption.

Edited by DOC
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Sometimes tracers seem to visably go through walls, however, this is just "art" a visual effect. Actual rounds DO NOT penetrate walls or other solid objects.

As well, you might perceive that you were shot after being behind a wall, but internet lag is the culprit... You WERE shot before you reached cover, but by the time the message reaches your computer (usually a second or so) you end up dying behind the cover you were seeking.

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One of the wonderful things about the progression of CPU/GPU power and machine memory is that the Minimum Acceptable Computer now can be so much more powerful than when the present game engine was first developed that when eventually there are resources to re-start client development in earnest, it might be possible to consider switching to a more complicated collider system.

That'd be especially nice for infantry.

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