The lantern no longer brightens a room. It simply looks like a red or orange spot. It also disappears now after awhile.
And the hitbox needs to be expanded. It has become a dancing match between two people that lasts for 10 minutes if you try to spear someone. Heaven forbid if that person is laggy and bounces around like crazy.
just to remind everyone, it's not technically a hitbox system, it uses the bones to determine impact sites. but something does seem to have changed in the last few versions, with animals being damn hard to hit at point blank. i'm wondering if there are massive blank spots in the animal models where there is simply no bone to detect the impact.
[QUOTE=mrknifey;46732747]just to remind everyone, it's not technically a hitbox system, it uses the bones to determine impact sites. but something does seem to have changed in the last few versions, with animals being damn hard to hit at point blank. i'm wondering if there are massive blank spots in the animal models where there is simply no bone to detect the impact.[/QUOTE]
Got a source on the bones thing? I'd like to read up on it a bit.
[QUOTE=DeadRisen;46733014]Got a source on the bones thing? I'd like to read up on it a bit.[/QUOTE]
Devblog like 3-4 months back. Start combing through until you see a screenshot of TF2 models with hitboxes in bright colours, and then a Rust bald guy with skeleton lines in his limbs. That's the post and the hitbox/bone hit detection segment.
- Stone Axe seems to be invisible in third person perspective.
- FPS dropped from ~30 to 15 for me without changing any graphic settings. Enable/disable PVT has no effect anymore.
[QUOTE=DeadRisen;46733014]Got a source on the bones thing? I'd like to read up on it a bit.[/QUOTE]
[URL="http://playrust.com/friday-devblog-17/#more-1126"]here[/URL] ya go;) ages back now, but interesting none the less:)
Rust changed to minecraft ?
We can't destroy wooden walls ! faster regent, we try with Salvaged axe (3 ppl) and nothing, the wall hp stay between 499 and 500
Please, fix that bug !!
[QUOTE=mrknifey;46733532][URL="http://playrust.com/friday-devblog-17/#more-1126"]here[/URL] ya go;) ages back now, but interesting none the less:)[/QUOTE]
So after reading it, it sounds like the bone system was beneficial because it allowed them to generate a (relatively) high poly hit box/mesh using a low poly player model. The bones were given a (how much does this hurt) value and then the various polygons of the low poly player model were automatically mapped to the bones damage values without the developer having to do nearly any mapping. Big polygons might be mapped to multiple bones if their vertices are in multiple bone areas.
Anyway it sounds to me like the bones no longer physically exist with us running around shooting each other. They are for all intensive purposed just numbers that our polygon vertices map to when playing
Correct me if I am wrong but the main benefit of the bone system seems to be easy to make high precision hitboxes that map themselves. Meaning the devs could add a tiger and just have to run a simple bone system through it, put it through their program with a low poly model and Bam! a hitbox with damage values mapped they didn't have to spend 4 hours assigning damage values to.
PS anywhere you see me say hitbox, I don't mean an actual box shape. I mean more like a hit mesh of polygons.
[QUOTE=DeadRisen;46735908]Anyway it sounds to me like the bones no longer physically exist with us running around shooting each other. They are for all intensive purposed just numbers that our polygon vertices map to when playing
Correct me if I am wrong but the main benefit of the bone system seems to be easy to make high precision hitboxes that map themselves. Meaning the devs could add a tiger and just have to run a simple bone system through it, put it through their program with a low poly model and Bam! a hitbox with damage values mapped they didn't have to spend 4 hours assigning damage values to.
PS anywhere you see me say hitbox, I don't mean an actual box shape. I mean more like a hit mesh of polygons.[/QUOTE]
I am correcting you, because you are wrong.
The bones are actually part of the animation system. Rust uses Mechanim for animations. If the bones were no longer there, the animations wouldn't work and the models would be messed up.
The use of the bones as part of the hitbox stuff came later.
[QUOTE=DeadRisen;46735908]So after reading it, it sounds like the bone system was beneficial because it allowed them to generate a (relatively) high poly hit box/mesh using a low poly player model. The bones were given a (how much does this hurt) value and then the various polygons of the low poly player model were automatically mapped to the bones damage values without the developer having to do nearly any mapping. Big polygons might be mapped to multiple bones if their vertices are in multiple bone areas.
Anyway it sounds to me like the bones no longer physically exist with us running around shooting each other. They are for all intensive purposed just numbers that our polygon vertices map to when playing
Correct me if I am wrong but the main benefit of the bone system seems to be easy to make high precision hitboxes that map themselves. Meaning the devs could add a tiger and just have to run a simple bone system through it, put it through their program with a low poly model and Bam! a hitbox with damage values mapped they didn't have to spend 4 hours assigning damage values to.
PS anywhere you see me say hitbox, I don't mean an actual box shape. I mean more like a hit mesh of polygons.[/QUOTE]
yeah, effectively a more accurate self-mapped "hitbox";) has some interesting effects, after all you can kill a bear on the "jiggle" XD
it makes impacts very accurate, but that accuracy can be a pain to any kind of "forgiving" gameplay ; so a small thing like a chicken with bugged out movement is painful to hit. and although they should, i'm not convinced all the vertices have a bone attached, because sometimes a perfect hit doesn't register (on wolves for example).
Doors can be opened when locked no matter green or red.
[QUOTE=Likii;46739582]Doors can be opened when locked no matter green or red.[/QUOTE]
Yes had the same yesterday on a server with friends. The doors was locked but i could still open them. We had to build new ones to make it working again.
[QUOTE=utilitron;46737532]I am correcting you, because you are wrong.
The bones are actually part of the animation system. Rust uses Mechanim for animations. If the bones were no longer there, the animations wouldn't work and the models would be messed up.
The use of the bones as part of the hitbox stuff came later.[/QUOTE]
Hm, yea I kind of figured the bones were part of the animation system. Looked like the bones I use to rig armatures in blender. Thanks for the clarification.
server crashed
[B]console.log [/B]
(11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.52 seconds
(11:25:15) | BuildingBlock.UpdateGroundPath took 0.52 seconds
(11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.57 seconds
(11:25:15) | BuildingBlock.UpdateGroundPath took 0.57 seconds
(11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.60 seconds
(11:25:15) | BuildingBlock.UpdateGroundPath took 0.60 seconds
(11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.63 seconds
(11:25:15) | BuildingBlock.UpdateGroundPath took 0.63 seconds
(11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.66 seconds
(11:25:15) | BuildingBlock.UpdateGroundPath took 0.66 seconds
(11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.69 seconds
(11:25:15) | BuildingBlock.UpdateGroundPath took 0.69 seconds
(11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.72 seconds
(11:25:15) | BuildingBlock.UpdateGroundPath took 0.72 seconds
(11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.79 seconds
(11:25:15) | BuildingBlock.UpdateGroundPath took 0.79 seconds
(11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.83 seconds
(11:25:15) | BuildingBlock.UpdateGroundPath took 0.83 seconds
(11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.85 seconds
(11:25:37) | BuildingBlock.UpdateSurroundingBlocks took 0.52 seconds
(11:25:40) | BuildingBlock.UpdateSurroundingBlocks took 0.55 seconds
(11:25:59) | BuildingBlock.UpdateSurroundingBlocks took 0.51 seconds
(11:25:59) | BuildingBlock.UpdateGroundPath took 0.51 seconds
(11:25:59) | BuildingBlock.UpdateSurroundingBlocks took 0.52 seconds
(11:26:34) | BuildingBlock.UpdateSurroundingBlocks took 0.57 seconds
(11:27:13) | BuildingBlock.UpdateSurroundingBlocks took 0.51 seconds
(11:27:31) | BuildingBlock.UpdateSurroundingBlocks took 0.79 seconds
invinsible wall bug back again
[QUOTE=Aronk;46740553]invinsible wall bug back again[/QUOTE]
+1
best new bug is if you (wanna) kill an boar with the Thompson you get killed instead the boar..
So is it still accurate that the Code lock colors are ass backwards? If so my huge base is sitting there unlocked lol.
Shit!
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