Clipping

Thothie

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Everyone would be a floating head by default. I suspect this may confuz0rz the noobs, just a tad.
 

The Man In Black

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Well, hurry up with the hard coding :p It's not like you have some weird guy IMing you every few minutes with another idiotic idea for a temporary fix :p
 

The Man In Black

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Another failure:

I tried replacing the male1.mdl with reference.mdl

For those of you who don't know, reference.mdl is the model that is used for 3rd person view and for the char choosing screen. In both of those places, the armor works.

Well, it didn't work for the normal model, so as a test, I replaced reference.mdl with male1.mdl. 3rd person and the char choosing screen BOTH had clipping problems.

This really makes no sense to me -.-;;

At some point, Shuriken is making a LARGE scale armor model, to see if it even changes anything, or if somehow the code scales it down.

=\

POST IDEAS PEOPLE! >_>
 

evilsquirrel

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last resort:

make new armor models that actually go over and line up with the player model (or edit them until they line up right)
 

Lewie

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Wait for the hard code fix. The system of overlaying armor on top of the default player model is horrible wastage of unseen polygons & textures. Once bodies/armor cycles sub-models properly, it will be much easier to create & tweak new custom armor models.
 

Thothie

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WhatShouldThothieDoNext_Thread said:
ABOUT HARD CODE
Let me make some things clear about the attempts to fix the low level code:

The following bugs that have been mentioned, have been looked at by other people with more experience than I, and thus, I will most likely NOT be able to solve these:
- Armor view issues (Jester and others screamed and ran away)
- Memorized spell limitation (ditto)
- Map transition issues (Original team boggled on this)
- Challenge to a duel, trading system (Don't think ever even coded in)

Things I *may* be able to fix:
- Maybe able to add a Potion of Forgetfulness to work around Memorized Spell Limit (Jester had some theoretical code, but never managed to compile)
- Maybe able to allow custom script .dlls for mappers..
- Maybe the bank
- Some other potentiality there, *if* I can even get it to compile, which seems to be quite the challenge. (Jester pulled it off once, and he had professional help.)

So many people who cannot read are going to be so disapointed.

Saffice to say - your best hope is some sort of model tweak - I really doubt I can fix the armor from the hard code - it's been looked over many times by people with far more experience than me.
 

The Man In Black

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Hey, I need someone to give me a hand. Join my server so I can test a quick thing on the armor.
 

Gurluas

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that bug doestn exist in 1.3 that sort of uses a similar system...so it is wierd...
 

Thothie

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Take that back - it had entirely seperate models for each part the armor would make vanish.
 

Gurluas

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but the system was sort of similar...
it made pieces of the body disappear...
 

Thothie

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I think your best bet is to leave the leather submodels as they are (as the effect is less drastic with them) and redo the heavier armors into much bulkier things. Lotta work though, I suspect, but it would solve the problem.
 

The Man In Black

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=\ I expanded the armor to 1.2 and it still looks bad. At 1.2 it looks really bulky and bad. I don't know if a bulkier armor would work.
 

Thothie

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Oh, it'll work, you'll just have to completely redesign the armor and make it bulky enough...

bulky.gif

See? Works like a charm! :p

Seriously though, the original 1.0 armor worked on that concept, just hope we can do better than that with the same idea:
ye_old_armor.gif

Ye 1.0 armor
 

PBarnum

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I know a man who can fix anything.. ANYTHING

Sven Coop's coder Sniper

He can do anything that has to do with anything. if you want... you can try to make some kind of deal or so with him and get him to help out

http://www.svencoop.com
 

Jax

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Thothie said:
I think your best bet is to leave the leather submodels as they are (as the effect is less drastic with them) and redo the heavier armors into much bulkier things. Lotta work though, I suspect, but it would solve the problem.

Well....I wouldn't really say that...the leather vests are actually totally f**k'd on my MSC...the vest is actually about 3-4 inches right off my character's shoulders, it's actually clear inside...however, the MS:C I have on another computer doesn't have this problem...:?
 
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