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Baddcog

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That's absolutely the wrong way to look at it - just because I happen to do more than the average Team Member I'd hate to see any other people's work belittled.

 

Honestly, does my work discourage anybody else? This would really be grotesque. :mellow:

 

I wouldn't say discourage - it more spurs one to do more. (Or at least that's they way it should be). On the other hand, whenever I see some nice small problem I might find sometime time to look at - the next time I update it was already fixed by you plus 5 other unrelated problems. :) Makes it hard to motivate oneself instead of just waiting another week :D

 

In any event, just ignore me and keep on rocking :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Hitting something isn't the problem. As it is now, if you hit something the arrow either sticks in or spawns blood or broken bits at the site of impact.

 

The aiming problem is primarily for when you *miss* your target entirely. If you're aiming at an AI, shoot, and miss, you need to be able to see where your arrow went so you know whether you were too high, too far to the right, etc, so you can correct your next shot. If there is nothing directly behind the AI, you're not likely to see what or where it hits, so you need to be able to make out the arrow in flight.

 

My issue was with the following: if you try to hit a beam far away in the dark, and you miss, you don't see the broken bits spawned. They happen way to fast.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Does it measure from the origin, Crispy?

The push_in is an offset in the direction of the arrow shaft, and is applied to the arrow when the arrow is at the impact point (which I assume comes from collision data). So the position of the origin within the model shouldn't affect it.

 

I noticed that the tip of our broadheads is some distance *below* the origin (in other words, no part of the mesh is over the origin point). Not sure why that is, and it probably plays havoc with physics.

 

I didn't want to change it as I assumed it was important.

You mean the origin is in line with the arrow shaft, but ahead of the arrow tip? i.e. the origin would penetrate into things before the tip would? That does seem rather odd and I'm not sure why it would be necessary.

 

My guess is that it's probably safe to change, provided everything still seems to work afterwards. If any weird bugs crop up as a result we can always revert.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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My guess is that it's probably safe to change, provided everything still seems to work afterwards. If any weird bugs crop up as a result we can always revert.

Some things are referenced to the arrow origin, like the position of the rope on the rope arrow, so those things would all have to be updated. Not sure how the origin got ahead of the model, when I looked at it last (probably years ago), it was right at the tip. Did the model change?

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The rope arrow tip is right on the origin. It seems to be only the broadhead that isn't. I'll move it back.

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