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Author Topic: Door Width  (Read 7969 times)

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Durastik

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Door Width
« on: March 01, 2009, 12:33:12 pm »

First off i'd like to say that you guys have done damn well so far, keep it up ^_^

I've been playing a little while now and i've started to notice that some doorways aren't quite wide enough to make movement through them easy. A lot are fine, but then there are some plain annoying ones which you have to line yourself up perfectly or you just get stuck.

It may be worth checking all the doorways comply to a more uniform width. I don't know if you used a template or not, but even if you have, it's very easy for doors to get thinned down here and there.

Aside from that, you all have done well. I'm looking forward to 3.1 ^_^

Peace
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Meliadoul2k

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Re: Door Width
« Reply #1 on: March 01, 2009, 05:21:40 pm »

Instead of just hitting the wall next to a door and not moving you should be able to slide past. I forget what that mechanic is called, it had a certain name for it and should be implemented.
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PPK

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Re: Door Width
« Reply #2 on: March 01, 2009, 05:22:48 pm »

Hi there, welcome to the forums!

Some doors ate thin, that's for sure, and hard to go through without getting stuck for the first few times, although in some cases it makes sense being so thin. You wouldn't want a large door to be the entrance to a sensible place, like in Runway or Facility. I guess that instead of increasing the door width, some sort of way to push you to the right place could be implemented. But I let that to the devs.
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keefy

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Re: Door Width
« Reply #3 on: March 01, 2009, 05:37:30 pm »

Making the doors wider is the easier and less time consuming option, if such a system was created it would require testing and will be prone to bugs, no point in overcomplicating a solution to a  simple problem.
« Last Edit: March 01, 2009, 05:39:13 pm by keefy »
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Meliadoul2k

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Re: Door Width
« Reply #4 on: March 01, 2009, 05:46:57 pm »

Making the doors wider is the easier and less time consuming option, if such a system was created it would require testing and will be prone to bugs, no point in overcomplicating a solution to a  simple problem.

It's not just doors it is simple problems like boxes and railings. It's very annoying that in the heat of the battle you get stuck trying to move past a box or small obstacle and you get killed.
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VC

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Re: Door Width
« Reply #5 on: March 01, 2009, 05:50:32 pm »

The problem is we never standardized our scales.

What we should do is model 007 motion, compare to our player models (since they are the most difficult to manipulate), then alter GES physics to match with 007, and then create an official bible on how things are sized.  Doors, crates, railings -- all that is currently vestigial HL2 shit.  Granted the changes won't be much and some HL2 metrics will be fine; but we know that vertical scale needs some work because of the problems we've had with jump height and HL2 jump behaviors.
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Re: Door Width
« Reply #6 on: March 01, 2009, 05:59:24 pm »

Playerclipping is a known issue in some maps. Of course there will be moves to optomize maps as patches get released, the player can get better at avoiding these snags in the meantime. Learning is the step to avoiding.

Personally i think over playerclipping is backwards to logic. If you slid against a box or object in the real world you WOULD get caught up, you wouldnt slide mysteriously along it. Object playerclipping is different to walls in my view. Walls should be smooth to account for the wall-running benefit. But that is only my view and the team is starting to hammer on mappers to playerclip more generously as they optomize their creations.

@ door argument. Interesting, I will look into this and see if i agree and want to get on your side about it. But as for right now, I dont notice any issue going through doors.
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VC

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Re: Door Width
« Reply #7 on: March 01, 2009, 06:02:28 pm »

You don't stop dead-cold because a corner comes NEAR you.

Most doors are fine, but there are a few that suck.  Usually the trouble is a pocket door that doesn't open fully, and doesn't have a player clip that captures the door in the open postion, so you have a four-inch wall that will block you if you don't hit the hole centered.  With an appropriate player clip, you won't need to strafe around it, since if you are at least looking away from it, the angled player clip will guide you into the opening.


I seem to be pretty good at not being stopped cold by brushing against an object.  Usually it goes in the space under my arm, or my body gets angry and knocks the object out of the way.  In rare cases, my spine will contort and maneuver around the object so momentum can be preserved at the cost of a slight and temporary balance reduction.
« Last Edit: March 01, 2009, 06:04:42 pm by Viashino Cutthroat »
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Meliadoul2k

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Re: Door Width
« Reply #8 on: March 01, 2009, 06:07:33 pm »

Playerclipping is a known issue in some maps. Of course there will be moves to optomize maps as patches get released, the player can get better at avoiding these snags in the meantime. Learning is the step to avoiding.

Personally i think over playerclipping is backwards to logic. If you slid against a box or object in the real world you WOULD get caught up, you wouldnt slide mysteriously along it. Object playerclipping is different to walls in my view. Walls should be smooth to account for the wall-running benefit. But that is only my view and the team is starting to hammer on mappers to playerclip more generously as they optomize their creations.

@ door argument. Interesting, I will look into this and see if i agree and want to get on your side about it. But as for right now, I dont notice any issue going through doors.

That's it, playerclipping. I knew it what called something like that.

Anyway, if your talking about logic being the problem, think about it this way. Walking into a box/crate for eternity is realistic yet moving slowly to the side of it is isn't? It is more so concerned on player controls rather then actually reality but if you put this mechanic into the game it would prevent much unneeded frustration, logically or not.
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Durastik

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Re: Door Width
« Reply #9 on: March 02, 2009, 12:20:19 pm »

The problem is we never standardized our scales.

What we should do is model 007 motion, compare to our player models (since they are the most difficult to manipulate), then alter GES physics to match with 007, and then create an official bible on how things are sized.  Doors, crates, railings -- all that is currently vestigial HL2 shit.  Granted the changes won't be much and some HL2 metrics will be fine; but we know that vertical scale needs some work because of the problems we've had with jump height and HL2 jump behaviors.

I had a system similar to this when I was working on a game a while back. We basically had the x y z of a cube that would be the same size (usually slightly bigger) as a character crouched, jump height and any other animations. I haven't had som much trouble with gaps around crates etc, but having a unified distance for the smallest space a player can comfortably pass through can make it easier in the long run.

Also, some times it not actually the frame that catches me, but the bottom of the frame that gets me stuck(the ones where there is a small step or raise on the ground), It could probably be fixed with some cliping in a small ramp over the raise, source has always had a problem with small gaps that shouldn't need jumping, but for some reason do. I mean, it doesn't have a problem going up stairs, but if you try to go over something raised half an inch off the ground, and now you need to jump on it...

Peace
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