PC discussion of the problem of x-ray on vehicle

Demon-MC

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Everyone knows that there is a huge problem with viewing through textures. developers do not solve this problem.




but another problem appeared. every time i sat on the bike the size of my character decreased. although i only decreased the vehicle model (<property name="SizeScale" value="0.90"/>)

share your thoughts on what can be done to prevent the character from shrinking.
or find another way out of this problem

 

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That no one is interested in this problem?
You're in quite a small group there, pvp server admins willing to mod the game. Your best bet for advice would probably be the modding section of the forum, but I doubt there's much interest there either; if there was, there would also be a solution already (or it's essentially too hard to solve) .. sadly :(

Although, someone there might be able to debug your player shrinkage issues at least.

 
I wish the developers would take the time to fix this bug. I'm looking at the motion sensors, they've worked out a little bit, now if you put the motion sensor in close to the excavated pit, there will be a message in the camera that the viewing is blocked...

 
They have made some adjustments for this, but at the end of the day, this isn't a game with any real focus on PvP.

Literally less than 3% of the player base plays with PvP.  Most of us would rather that they work on finishing off the planned features and smash as many bugs as possible in the process.

 
I am pretty sure i saw a mod where the screen goes black once this happens. That one guy something with Grandpa made it i think. But it could be that this was A21.

 
I am pretty sure i saw a mod where the screen goes black once this happens. That one guy something with Grandpa made it i think. But it could be that this was A21.
There is no such mod anymore, not one mod can hide the screen with black, even the server tools

 
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Literally less than 3% of the player base plays with PvP.
Balance is very important for PvP, but here it is not. A player who has played on the server for at least 5 hours will have a huge advantage over a player who has played for less than an hour. Moreover, since the quality of loot began to be determined by the player's level, the situation has only worsened.

I have seen servers where sections of the map with PvP and PvE were made using mods. This is an interesting solution, but there are very few such servers. If the zone option were available in the base game, perhaps the number of players would increase.

 
Balance is very important for PvP, but here it is not. A player who has played on the server for at least 5 hours will have a huge advantage over a player who has played for less than an hour. Moreover, since the quality of loot began to be determined by the player's level, the situation has only worsened.

I have seen servers where sections of the map with PvP and PvE were made using mods. This is an interesting solution, but there are very few such servers. If the zone option were available in the base game, perhaps the number of players would increase.
there is already a pvp balance mod

 
I am pretty sure i saw a mod where the screen goes black once this happens. That one guy something with Grandpa made it i think. But it could be that this was A21.

Server Tools made the the blackout mod, Obsessive Compulsive (server tool dev)  @ st discord https://discord.gg/ASrfM4ZeNw


That no one is interested in this problem?


Alot of people are interested in the problem the main issue is that generally most people i know in the pvp community stray away from this forum do to the pve bias on it.

Over the years i have observed this forum ive noticed players that try to discuss the issues that are important to pvp players more times than not get shot down with kinda like the comments your already hearing in your post. Also 

<ByDrakkira> aka Howlune has a couple things he is working on similar to you maybe reach out to him 

<!-- First Person Camera to prevent camera terrain clipping (XRAY). Camera zooms back out to third person based on speed. -->
<set xpath="/vehicles/vehicle[@name='vehicleBicycle']/property[@name='cameraDistance' and @value='3, 4.5']/@value">-0.4, 4</set>
<set xpath="/vehicles/vehicle[@name='vehicleBicycle']/property[@name='cameraTurnRate' and @value='.2, .35']/@value">0.09,0.25</set>
<ByDrakkira>
 
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Thank you for a good laugh, watching your character get smaller and smaller and struggle to reach the handlebars and pedals more and more with every use of the bike. Now they just need to make the character’s voice get higher each time, and the voodoo curse bicycle will be feature complete.  :lol:

To be more serious, seeing through the ground is a bug and no one should want that, whether in PvP or not. Someone could check but it’s probably already listed in the known issues document. You’ve found a second bug though, with character size not being reset after getting off the vehicle when the SizeScale property is used. That’s a good find, and I hope you’ll file a bug report so it can be fixed - see the red banner at the top of the page for how to report the bug for QA.

 
seeing through the ground is a bug and no one should want that, whether in PvP or not. Someone could check but it’s probably already listed in the known issues document.
It is the most immersion- and game breaking bug in I've seen in the short time span I'm playing. Being in a mine or crypt and seeing blue sky... Not good. I get it if the reason is too many objects to render but then opt for dark or fog instead of outside world.

 
Heh, quite the opposite really. When the game does render the tunnel around you, it can skip rendering all the stuff that would otherwise be visible beyond the tunnel. It’s easier to render a little bit of tunnel than all the vehicles and torches and whatever out to a hundred feet in the distance, with all their polygons and lights etc. Occlusion is a key strategy for getting better performance.

Fundamentally, the ground and everything else isn’t solid. It’s a blanket of paper thin, one sided surfaces. So long as the camera never pokes through those surfaces, it’s fine, and the illusion is maintained. But what I’m getting at is, one can’t cheaply make the ‘solid’ parts of the world “dark or fog” on the inside. The fix is to keep the camera from poking through in the first place. Maybe another approach besides shrinking the character would be to force the camera to stay in first person.

 
I have a question regarding this. No, it does not normally
affect me but it still strikes my curiosity. Is it not possible
to use the same occlusion mechanic used on the windows, or a
custom made skybox, when less than terrain height. It would have
a smaller diameter of course. The window is a flat plane of 2 tris,
1 poly, The skybox is only 12 tris, 6 polys.

Unity can detect clipping in a surface, but not directly by checking
for "clipping" itself; instead, it uses collision detection to identify
when two objects intersect or penetrate each other, which essentially
indicates "clipping" between their surfaces.

Basically a custom sky/occlusion box hybrid, that is always there but

invisible like with the window panes or window blocks. It would just

work in reverse. Call it a clipping shade.

If it detects the prerequisites above using various CVAR parameters
and collision then it activates. Light penetration through the plane
allowed = 0. is always 1 block from clipping surface, so digging,
handlebars, wheels, etc., don't touch the shaded surface. An added

benefit is pitch black mines.

It would benefit the players, deter the pursuants, and potentially
help other games with the same issue if TFP can pull it off. That
would be positive publicity, yes?

I didn't propose it as a mod because it affects the integrity of the core game.

 
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