Sat 04 Apr 2009 09:50:09 PM UTC, comment #12:
It is still better, since the damage is smaller.
|
Thu 02 Apr 2009 09:59:45 PM UTC, comment #11:
Ok, I have missed to correctly updates the comment before commiting but the bug is partially fixed in r5973.
Can you test it and give some feedback ?
Here is the "changelog" of the revision... :
[bug #11045] Better managament of collision
This patch remove the PhysicalObj::SignalCollision virtual method and add a new
parameter to PhysicalObj::SignalObjectCollision virtual method.
Character collision have been handling to better managed collision with object.
When an object collides with the character, there is no damage since the
character was not moving (thus, no speed). On the contrary, if the character
collides on an object (falls on a barrel for instance), there is damage.
Currently, this is not perfect, since after an object has collided with the
character get speeds and then collides with the ground with speed and gets
damage. TODO: make damage depend on the physical speed vector and the contact
angle.
|
Sun 29 Mar 2009 08:00:56 AM UTC, comment #10:
What happened with this bug? Is it still a bug? Will it be fixed in the new physical engine?
|
Mon 05 May 2008 08:30:09 PM UTC, comment #9:
> Would it be any different if the gravity factor was increased and the weight decreased
Yes, it should be different
|
Wed 30 Apr 2008 07:44:03 AM UTC, comment #8:
It's initialised with 50. Would it be any different if the gravity factor was increased and the weight decreased?
|
Tue 29 Apr 2008 11:08:47 PM UTC, comment #7:
Here is a patch but I don't like it
Moreover, I'm really asking if there is a problem in the physical engine or only on xml file.
In data/game_mode/classic_objects.xml, the football bomb is initialized with a mass of 100 kg! that's enormous! It's exactly the same mass than the character!! In that case, it's not so surprising that it mades some damage!
(file #4277)
|
Tue 29 Apr 2008 09:56:42 PM UTC, comment #6:
The problem appears as follow:
1) a projectile detects a collision with a character (PhysicalObj::NotifyMove) and it gives speed to this character
2) in next iteration of the physical engine, the character detects either a collision with the projectile or with the ground.
3) In both case, this time the character has speed. Thus, when calling Character::SignalCollision, some energy will be removed depending of this speed
|
Tue 29 Apr 2008 07:48:21 AM UTC, comment #5:
Still happens. Just throw a football bomb at full speed.
|
Mon 28 Apr 2008 11:33:23 PM UTC, comment #4:
I have just modified collision handling in the physical engine and I can't reproduce this bug.
Could you confirm it has been fixed ?
|
Wed 12 Mar 2008 11:17:17 PM UTC, comment #3:
After testing I agree with Jaka!
You can kill somebody with the football bomb before it explodes, only with the collision!!!
|
Sat 23 Feb 2008 01:59:37 PM UTC, comment #2:
What exactly is your argument here? :S
And to give some numbers - a fully thrown grenade can make some 20hp of damage to the target before exploding; a football bomb some 70!
|
Sat 23 Feb 2008 11:46:18 AM UTC, comment #1:
I'm not sure about this. I would quite on the contrary appreciate that the game does such thing, because it allows some strategic moves. For instance, you can already plan your bazooka/grenade/dynamite shot to encompass several characters, or make one fall, or drop into water.
That an object with some speed causes damage to a character it strikes is such an example too.
Finally, it sounds more to me like a wish (and a debatable one) than a "normal" bug.
|
Tue 12 Feb 2008 03:00:26 PM UTC, original submission:
You can throw the grenade directly into someone and the impact itself will do some damage (especially visible with the football bomb as it is the heaviest). Power up more for a stronger effect.
While this is realistic, I don't think it is fair or good for the game.
|