Rama's Cvh

Development area for FreeAllegiance's Community Core.
Makida
Posts: 1793
Joined: Tue May 08, 2007 12:04 pm
Location: Canada

Post by Makida »

Don't they all already have the little blinky lights of the appropriate colour at each door? Though I guess those aren't too easy to see. >_>
pkk
Posts: 5419
Joined: Tue Jul 01, 2003 7:00 am
Location: Germany, Munich

Post by pkk »

Your_Persona wrote:QUOTE (Your_Persona @ Mar 30 2009, 09:16 PM) Don't know if you are using this or not.. But you can use this to see the garage panes.
Didn't notice it, but your program doesn't show the hitbox... :o

Showing the model (from MDL) and you showing the garages (from cvh). That's totaly useless, since the server/client doesn't use the mdl model, it uses cvh file for hittest & docking.

The cvhs are broken, that's the reason why you can fly into the IC/Giga/Rix Garr model and you can't dock at GT bases aso smoothly, because garage joints are not far away enough from hitbox.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Your_Persona
Posts: 773
Joined: Sat Dec 04, 2004 8:00 am
Contact:

Post by Your_Persona »

the garage joints are planes. Thus it does not matter how far they are away. It only matters their angle, and volume.
-->>Elitism<<--
I'm not Hamlet. I don't take part any more. My words have nothing to tell me anymore.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

Isn't the docking code triggered by a colission with the hitbox which is in the volume enclosed by the garage joints?

- Something which would be useful is highlighting the part of the hitbox which is enclosed by the garage - as that's the part you need to crash into to dock (although it should be fairly obvious from just lookig at the garage volume in mdl utility2)
Last edited by madpeople on Tue Apr 07, 2009 11:41 am, edited 1 time in total.
Weedman
Posts: 2137
Joined: Tue Jul 15, 2003 7:00 am

Post by Weedman »

What I have observed and found helpful is to exagerate the borders of the docking garage.

Rather than put the edges exactly on the same plane as the edges of the model garage, expand them beyond what is really the model edge. Because 9 times out of 10, if you're docking your ships at angles to the doors, part of your ship will be beyond the actual model edge of the door.
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
slap
Posts: 366
Joined: Fri Dec 21, 2007 7:06 pm

Post by slap »

This thread is useful! I want to second/third/millionth any support for improving hangar entrances.
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

Weedman wrote:QUOTE (Weedman @ Apr 11 2009, 11:19 PM) What I have observed and found helpful is to exagerate the borders of the docking garage.

Rather than put the edges exactly on the same plane as the edges of the model garage, expand them beyond what is really the model edge. Because 9 times out of 10, if you're docking your ships at angles to the doors, part of your ship will be beyond the actual model edge of the door.
I've followed this method and have had very few issues with my doors as well.
Image
ImageImage
Post Reply