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#31
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I call BS on this...
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#32
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No BS mate, he said it during development.
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#33
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Funny how you adapt what is said to suit your arguments, one minute anything mentioned in development is a 'broken promise' and the next thing is taken as gospel as long as it fits with your pessimism.
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#34
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Actually, Tree seems to have come up with a sensible suggestion for a fix - there must be objects that can be added to server maps to deter this sort of tactic. They don't need to be in amongst every group of trees, just the ones most likely to be abused - i.e. near airfields, and exposed ones on hilltops etc. Perhaps someone should look at the server map with 'low' trees setting (so they avoid putting too many hazards where there are few trees visible), and add some at random - to discourage cheating, they could be moved around every so often. I've no idea how many could be added before it started to cause problems though - this might need a little experimentation.
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#35
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10. Q: I can fly through trees without receiving any damage.
A: Since Cliffs of Dover has more shrubbery in it than perhaps any other flight sim developed so far - hundreds of thousands of trees around the player - enabling collision for the trees grinds the game to a complete halt, especially as they need to be tracked around every plane on the map and not just the player's. Making collisions less precise leads to equally poor results, when planes may fly through a tree but crash into seemingly empty space. We know this is extremely important. The solution is there, but it still eludes us. Taken from Luthier's FAQ: http://forum.1cpublishing.eu/showthread.php?t=19819 Last edited by Shado; 07-04-2011 at 05:35 PM. |
#36
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+1 on the every 3rd tree having a hitbox . . .
they'd have to code it so when forest is selectable to remove the hitboxes w/ the trees when forest is unchecked, or we'd be back to the invisible tree thing. Heck I wouldn't mind even if it was every 10th tree had a hitbox, most planes going low will quickly smack the 10th tree. Unless the game's architecture is designed that putting hitboxes for trees will lead to a cascade effect that breaks more stuff than fixes, but that is just merely speculation . . . why Luthier said it was a no fix. Also if he said that, did he give a time frame? In a situation like this, it would be a no fix because bigger fish to fry but once its up and working find and dandy . . . then it would be doable. TreeUK, any chance of finding that post where Luthier said he wasn't going to fix the no collision tree thing? |
#37
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Tree reinterprets the facts to fit his personal viewpoint. I've gone through pages of Luthier's posts and only found a couple where he mentions it's a severe problem but nowhere that I have read does he say it will not be fixed.
Tree, either provide a direct quote or stfu. |
#38
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"In Il-2 we have two types of trees - with collision model and without. These that are without are graphical feature and loads with maximum settings. It was don that to make equal gameplay of players with different power of their PC and its settings. In BoB we will have only type with collision model". So it appears that the collision model is working its just that we are not tuned into it correctly. |
#39
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Maybe a solution to this could be to limit the collision detection boxes only to those trees with some likelihood of an aircraft collision.
The whole map may have hundreds of thousands of trees, but most missions only have aircraft over a small portion of this - usually in fact a very limited area. Activate the collision detection within say a 5 or 10 mile radius of where the planes actually are and ONLY if they are below a certain altitude. It would be similar to the way the lod switching is done - only it would have to track all aircraft not just the player's. I raised this idea before and it still seems like a good solution to me. But it is also true that I know absolutely nothing about game development, so it may not be technically feasible for some reason or another? ![]()
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#40
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Heres a question.....this speedtree stuff, lets say you are playing online and you flew past a tree, would the same tree be in the same place on the other machines world? or are the trees randomly generated by each machine?
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