Wolvin-NET / prophuntx

Prop Hunt X2Z: 2024 version of Modernized, Enhanced and Customisable Version of Classic Prop Hunt for Garry's Mod.
https://gmodgameservers.com/prophuntx
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Proper Prop Collision? #13

Open SethTooQuick opened 2 years ago

SethTooQuick commented 2 years ago

It seems that you can't rub up against the wall properly with most props. Is there a way to enable a more accuracte mode of collision?

Vinzuerio commented 2 years ago

This will be worked on future version of Prop Hunt Z, however.

The reason is that the collision we use is based from the Player's collision bound. If We use a collision bound from the ph_prop entity, it causes some unattended effects. Currently I'm still looking a better way where the Prop's actual collision bounds can used rather than using a collision bound from a player.

Vinzuerio commented 2 years ago

For some reason, trying my best here Modifying Player's hull while the prop is rotating is bad idea, you get frequent stuck here.

Currently no workaround, but still finding a best alternative. Apparently this may be due to how Source physics on player works (We can't use Prop's collision as player's , that's pretty impossible at the moment)

yorik100 commented 3 months ago

For some reason, trying my best here Modifying Player's hull while the prop is rotating is bad idea, you get frequent stuck here.

Currently no workaround, but still finding a best alternative. Apparently this may be due to how Source physics on player works (We can't use Prop's collision as player's , that's pretty impossible at the moment)

The workaround : Just make the player's prop hull 100% accurate when the rotation is locked, else, use the current method, block unlock rotation if not enough room to fit unlocked rotation hull

Vinzuerio commented 3 months ago

The workaround : Just make the player's prop hull 100% accurate when the rotation is locked, else, use the current method, block unlock rotation if not enough room to fit unlocked rotation hull

Currently working on them but wont expect higher accuracy (or perhaps might get stuck too often) and trying to use TraceHull in anycase someone is about or freeing their rotation lock. I'm using GetRotatedAABB see if this helps.

Edit: Might wont work on prop_ragdolls but we'll use a fallback with standard human hull anyways.