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Make tile hitboxes slightly bigger


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Currently when we drive we get stuck at prop edges, which is more often seen in space mode, but what if tanki increases tile hitboxes by 5-10cm (prop is 5m large) so props owerlap each another and dont have edge to run into? Its small idea which wouldnt effect gameplay in standart gamemodes except moon mode.
Tanki could remake 1 prop and try if it decreases/removes bump effect
 

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Valid
[mps]

 
The problem of getting stuck [on / next to] plain surfaces arises

  • of a gap between two adjacent hitboxes
  • or from a planar misalignment of the props

In the first case your proposal could indeed help.. in the second one it won't change a thing. But instead of wrecking our brains on game mechanics, it would indeed make more sense to give it a try.

 
A volunteer map designer could test this right away, without waiting for the overloaded tanki people to try that. The Sandbox map has a few such glitches that can be well reproduced, so the testability is quite good there. Either the prop's hitbox definitions can be defined by one of the tools used to craft maps and props for Tanki, or you need to find a very clever map designer that changes the data directly in the data files by using an HEX editor (or XML, however those files are defined. I never worked on the Tanki map tools so I don't know this details. I just heard they are.. not very handy ;)).
 
 
In case it works.. and your proposal is done -> have you thought what would happen to a tank that drives by a single wall, that stands there on a flat surface? If all prop's hitboxes are expanded, then tanks would crash into them (maybe not critical as 10cm is only a little bit concerning the 5m default prop size). But the bad thing would be, that the shooting marks will appear in the air. I think - if the proposal works - it has to be chosen very carefully, on which prop's this is done and where it makes no sense. In Sandbox you get stuck at the walls that build the perimeter of the central elevated platform. It's not just about floor tiles.

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Is he talking about when a tank drives alongside a ledge (not against it) and then one set of its tracks runs off the ledge?

I think not. I think he talks about situations like in sandbox, where you drive on the lower level along the walls that are the perimeter of the central higher level.. and then - all out of nothing - your tank stops as your tank's corner gets caught up at the junction of two wall tiles.

Or you drive up a ramp with a Nitro, your tank lifts off, you land on the flat surface behind it and instead of that your tank continues to drive (like it always used to do) it stops, as you hit right in/on a junction of two floor tiles and the system does not recognize them as "one leveled floor" but does somehow think that there is a gap or a step between them, that gets your tank caught.

 

 

The files are XML.

I would test it myself if I was home more than once in 2 weeks.... :\

Would be great.. do you maybe know some other player that shares your skills and that could do it? If you write him a PM with the link here it would be awesome.

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I doubt this can be done. It's a pretty annoying issue, but I'm pretty sure with the way maps in TO were made, any change to the prop library would require every single map to be re-built from scratch.

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I doubt this can be done. It's a pretty annoying issue, but I'm pretty sure with the way maps in TO were made, any change to the prop library would require every single map to be re-built from scratch.

No. Maybe just uploaded to Alternativa Editor and saved back to XML just to update it because XML dont have prop sizes but the model itself has.

AlternativaEditor just says where this 3d model is located and what kind of image is there.

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I doubt this can be done. It's a pretty annoying issue, but I'm pretty sure with the way maps in TO were made, any change to the prop library would require every single map to be re-built from scratch.

No. Maybe just uploaded to Alternativa Editor and saved back to XML just to update it because XML dont have prop sizes but the model itself has.

AlternativaEditor just says where this 3d model is located and what kind of image is there.

Going through a hundred files applying lots of identical changes isn't a job for a human, unless you want it to take forever and have errors. It's easy to write a small program to go through all the map XML files and prop libraries to apply the change everywhere. So no, Maf, the change will not require the map makers to re-build anything from scratch.

 

Dage, the map XML files do contain the collision planes, but they will need to change the prop libraries anyway to keep the change in new / updated maps.

 

I shouldn't be a lot of work, and the prop libraries aren't subject to the effect of lots of updates that made the game's code messy. But who knows what's on the devs' secret priority list...

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Info about this bug

 

There are 2 similar things:

  1. Hitting the collision plane edges and getting stuck on them.
  2. The tank's corner suddenly raising up like it was pushed from below, without slowing down like in the case mentioned above.

Here are the causes (I don't really know the game code, but I have good reasons to assume this)

  1. There are tiny gaps between the collision planes of the props. The tank's corner gets into this gap and hits the edge of the collision plane in front of it. If you hit precisely the edge of a wall that just ends there without any other collision planes adjacent to it (you can find these in Rio behind the tall building behind the red base) you will see exactly the same thing happening.
  2. This video shows how dropping the tank's edge a little under the prop's surface and driving back to it causes the tank's edge to go up. This could also be the cause for the bug that happens in space mode where one of your tank's (usually back) corners gets pushed up while driving on flat ground. It makes sense because with lower gravity driving forward rotates the tank more with it's front going higher and it's back pressing more into the ground, so the tank's back (or front in some cases) can get low enough in the ground and get pushed up by the edge of a collision plane like in the video.
    As far as I know, this happens because of the vertical collision plane (the wall underneath the edge) and not because of the horizontal collision plane (the ground). I think so because I haven't been able to reproduce the thing in the video on map borders that have no outer wall.

 

This is useful info for the developers in case they want to eliminate this bug, so I think you should pass this info to them, Maf.

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I shouldn't be a lot of work, and the prop libraries aren't subject to the effect of lots of updates that made the game's code messy. But who knows what's on the devs' secret priority list...

It's no secret, it's Mobile and HTML 5, then Clan and then Match Making (& Clan batlle league) as they are all for interdependent for the future great TO evolution.

If it was easy to solve they would have done it ages ago. Maybe as the bug got really worse in the space mode and their beloved Madness joke II map, maybe they will look at it. Fat chance in my opinion.

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It would be a good idea to make all supply boxes, including (gold boxes) slightly larger so that it makes them easier to see from a far distance and also easier to pick them up.

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It would be a good idea to make all supply boxes, including (gold boxes) slightly larger so that it makes them easier to see from a far distance and also easier to pick them up.

Wrong topic.

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Hmm, It would be nice! But i dont think Devs have enough time to re-build all maps

They dont have to rebuild. They can just update library. Once library is updated, GAME takes files out from it and places them down in right spots.

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