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Comments (19)

Gh0stBlade avatar Gh0stBlade commented on May 17, 2024

Collision is being updated by TeslaRus thus there are currently numerous bugs which have occurred. I'm sure he's aware of this and will fix it as time goes by.

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Lwmte avatar Lwmte commented on May 17, 2024

I've also noticed these very strange teleporting issues and asked TeslaRus about that; he tells that the reason may be some screwed up overrides in anim state control module, and he needs to revise that.

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vvs- avatar vvs- commented on May 17, 2024

Yes, seems like in OpenTomb informal coroutines have been implemented with shared data, but without proper synchronization abstraction.

EDIT:
This particular bug is now fixed, but there still remain many cases of geometry penetration. Overall it's much better now.

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Lwmte avatar Lwmte commented on May 17, 2024

I just got informed that TeslaRus used completely different algorithm to check for penetrations (although it's slower), which fixed about all penetration cases. However, face wall is broken again, let's wait for more fixes.

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vvs- avatar vvs- commented on May 17, 2024

There is a workaround: you can use jump and then action to grab a ledge, except in water.

BTW, do you guys use GitHub notifications? I have a feeling that some information get missed. Recently I updated #17 and nobody responded 😟

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Lwmte avatar Lwmte commented on May 17, 2024

Sorry! Currently I have little time, so replies might get delayed. Consider current collision algorithm still-work-in-progress! :)

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vvs- avatar vvs- commented on May 17, 2024

The most problematic is animation code. It is not synchronized with other parts of the engine and can cause geometry penetration anywhere. Try for example to pull a lever under water or to push a block somewhere. Also, correct climbing collision heavily depends on current animation behavior, which is very fragile and change often. Some more clear abstraction would be helpful which won't depend on random factors and which would make changing entity position by different code impossible.

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vvs- avatar vvs- commented on May 17, 2024

Here's a nice recent example: in High Security Compound at 30529,44245,-2560,264,0,0 press action.

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Lwmte avatar Lwmte commented on May 17, 2024

I tried it, Lara just grabs a block, and nothing abnormal is happening.

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vvs- avatar vvs- commented on May 17, 2024

Well, but there is no block at that position. She was teleported to it first.

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vvs- avatar vvs- commented on May 17, 2024

It's not fixed, but just changed the side of the cube. Now it's at 29509,43105,-2560,180,0,0 and press action+up. It also happens in Palace Midas but is more difficult to reproduce.

P.S. The old side of the cube works too. Just the coordinates are slightly different: 30605,44210,-2560,289,0,0 because the angle to grab a block now is very narrow.

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vvs- avatar vvs- commented on May 17, 2024

In TR1 Lara's Home map, pressing action while running forward to a crate makes Lara to teleport on top of it instead of climb up. Actually happens with any one-click climb.

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TeslaRus avatar TeslaRus commented on May 17, 2024

aha... thanks, I saw same bug, but can't reproduce... run + action (no fix all + direction + speed linear deal buggy thigs)

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vvs- avatar vvs- commented on May 17, 2024

Now it doesn't even required to actually hold the action to be teleported. I'm not sure if this is recent regression.

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TeslaRus avatar TeslaRus commented on May 17, 2024

tr1 map home (99) run to the fence... it is collision resolving logic...

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TeslaRus avatar TeslaRus commented on May 17, 2024

not reproducing more...

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vvs- avatar vvs- commented on May 17, 2024

Those related to teleporting up are gone. But those which teleport near movable block are still there. That High Security Compound example is still valid.

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 avatar commented on May 17, 2024

Is for TR3 but fixed in TR1 ?

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vvs- avatar vvs- commented on May 17, 2024

No, this is not related to game version at all. This is caused by a forced position change on certain events, e.g. grabbing a movable block. That's how it's implemented to prevent collision related mesh penetration due to vast differences in physics simulation in Bullet vs. Core floor data approach.

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