2009-04-08, 12:12 AM
Well I can definately tell things operate better (other than 'animated' events which like you said probably sinc with the system timer somehow) on my quicker machine.
Most of the collision bugs you probably are seeing have to do with the map parts' mhm files. Like John instructed me a while back, make the .mhm or 'collision' data models as simple as possible else weird things happen. For instance, if I build a 5m high square for an mhm file it will work much better than if I had built say that 5m high block out of 5 rows of blocks. Where polygons meet, SOM can easily allow you to walk through...this is no more apparent than the meeting of a wall polygon to the floor polygon. So if a wall file had been created out of many polygons, the possibility of spells to fly through it is relatively high.
When I made custom map pieces I had to make my wall collision data just a bit larger than the graphical block I used for the walls, else if they merely butted up against one another (wall to floor) the character would fall through happily to the non existant floor of death below.
I can already tell you, some of the .mhm files that come with SOM are buggy this way, especially a few of the indoor sets that use walls that are more than simple single faced polygons. If you use some of the more intricate parts that have cylindrical columns etc, I noticed a few had unique collision files and I could likely (and have a few times) walked through them. In Trismegistus for instance, I accidentally fell off the bridge in the fire realm that has the invisible walls on all sides to keep you from falling off hehe.
On the flip side (and annoying side at that) creating map pieces also caused issues when I did oversize a collision file in that the character couldnt easily walk over two side by side pieces. It is quite odd how picky it is, but there definately is a low tolerance for error on these files, and a high possibility with enough pushing at some walls that you will fall through them.
Heck, i just went through a wall in Demon's Souls last night that I shouldnt have been able to get through, so shit happens hehe.
Most of the collision bugs you probably are seeing have to do with the map parts' mhm files. Like John instructed me a while back, make the .mhm or 'collision' data models as simple as possible else weird things happen. For instance, if I build a 5m high square for an mhm file it will work much better than if I had built say that 5m high block out of 5 rows of blocks. Where polygons meet, SOM can easily allow you to walk through...this is no more apparent than the meeting of a wall polygon to the floor polygon. So if a wall file had been created out of many polygons, the possibility of spells to fly through it is relatively high.
When I made custom map pieces I had to make my wall collision data just a bit larger than the graphical block I used for the walls, else if they merely butted up against one another (wall to floor) the character would fall through happily to the non existant floor of death below.
I can already tell you, some of the .mhm files that come with SOM are buggy this way, especially a few of the indoor sets that use walls that are more than simple single faced polygons. If you use some of the more intricate parts that have cylindrical columns etc, I noticed a few had unique collision files and I could likely (and have a few times) walked through them. In Trismegistus for instance, I accidentally fell off the bridge in the fire realm that has the invisible walls on all sides to keep you from falling off hehe.
On the flip side (and annoying side at that) creating map pieces also caused issues when I did oversize a collision file in that the character couldnt easily walk over two side by side pieces. It is quite odd how picky it is, but there definately is a low tolerance for error on these files, and a high possibility with enough pushing at some walls that you will fall through them.
Heck, i just went through a wall in Demon's Souls last night that I shouldnt have been able to get through, so shit happens hehe.
- Todd DuFore (DMPDesign)
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