It’s a busy week for video content this week from CIG. Up first is Mark Abent in Bugsmashers!
As is with any information on our transcripts and summaries, everything posted is subject to change by CIG and in some cases may not always be 100% accurate at the time. While we strive for accuracy, mistakes do happen so please let us know if you find something amiss that we didn’t catch. Enjoy the show!
Transcript by StormyWinters
TLDR (Too Long; Didn’t Read)
- Bug where when you jump over ledges into of going down you get teleported high up into the air
- Two issues are: 1)Using the world position if you’re inside a zone like in the grid of a ship it will mess up totally because it’s not taking into account inside that grid space. 2) When in the vault code, if the water test hasn’t happened or gives bad data, it’s not going to be good. Sometimes you’ll get good hopping over, sometimes you’ll get bad information
- To fix this they want to use the zone position and send off a ray trace downward relative to the character to see where the ground is
Full Transcript
Mark Abent (MA): Hey everyone, welcome to Bugsmashers. Let’s check out a bug.
Hey everyone, we’re here in the fancy dancy FPS test map and we got a fun bug where sometimes this new vault tech, where you can jump over these ledges just brings you way up into the air. Fun bug, now the tech is still getting worked on and I am missing some animations so you’re going to see some wonkiness but this is behind the scenes, you get to see the stuff we’re working on and let’s see if we can replicate that fun bug where if I vault over this I get shot up way into the air.
So, let’s see… oh, there it goes, good times. Now I’m in space… so I vault over a ledge, end up in space and suffocate because I have no air. That’s the best way to play this game, right? Excellent, so what’s happening. Well we have this fun bit of logic here that tries to find the ground position so when you hop over it can basically know where you’re at and unfortunately there’s a couple issues here. One, we’re using the world position and if we’re in a zone, like in a grid of a ship or something like that this will mess up totally because it’s not taking into account inside of that grid space. It’s a world position so it’ll reorientate us wrongly because basically all the player code assumes zone position.
Another issue is we’re getting the result of this water test to see how far down we are, problem is we’re in this vault code and this test may have not have happened or it has very bad data, it’s not going to be anywise good. Sometimes it will gives us good hopping over, sometimes it’ll have some bad information. So, what we want to do instead is use the zone position and send off our own ray trace downward relative to us to see where the ground actually is. If there is really ground, otherwise if we don’t hit anything, we just use the player position where ever the animation leads us in the hop over. So, let’s hit recode. All right, recode is finished… let’s see what happens now if we try to vault over.
Woo, kind of teleport in the air but that’s another bug, I’m also missing some animations but the good thing is, woah, I’m no longer instantly teleporting up into the air. Obviously this is still a work in progress feature and that’s why we want to show you some fun new things that we’re working on but by the time you get this you’ll be able to hop over those ledges smoothly. At least for now we’ve resolved the issue of you teleporting into oblivion, the next thing is to smooth out the real jumping and you can ignore the debug text on the bottom. It’s out debugging for internal use but hope you guys enjoyed, til next time. Pew, pew, pew…let’s kill the player, yeeeaaahhh dead. Dead’s awesome.
All right so you guys saw a fun little bug, you run all the way over, you see an awesome ledge and be like, ‘I’m going to jump over’ but instead of going down you go way up into oblivion. That’s a little bug we didn’t want to get released when Star Marine’s all ready so we took care of it before you guys got a hold of it. Hope you guys enjoyed, till next time.
The post Bugsmashers: Episode 35 appeared first on INN.