(05-19-2020, 12:17 PM)Treewyrm Wrote: Hitbox is what you actually collide with, special model for physics engine. Gallia had a broken one that didn't work, you could just fly through most of it but also hit invisible walls, so a new one was made that matches what you see. In turn other issues with the model and now manifesting, it's a very old model made with lots of mistakes which affect path-finding mechanism in Freelancer. So hang on, it will get fixed properly, it's just not going to be reverted to broken state as one person had suggested us to do, that's what I'm saying.
Well, I am sure many of us didn't know that it had a broken hit box. I think what they were suggesting was that it worked, for docking purposes, like the normal Gates and now it doesn't. And that is the part they wanted reverted.
I am not sure having a broken hit box that allowed you to fly through some walls and hit invisible walls was/is abused to give an advantage.
The broken hitbox meant you could get through at weird angles and by flying through walls pretty much. Docking path was also wrong for the gate as well but previously it worked simply because hitbox was wrong too. Fixing hitbox had revealed the docking path being incorrect, and I've already pushed fix for that. So wait for next hotfix.
(05-19-2020, 10:20 AM)Save My Soul Wrote: Yah, I also confirm that Leeds jump gates doesn't work either. What was the problem with that gates? Why did you need to change the animation? Please, just return Gallic jump gates as it was before. Not only does it not work, it also look stupid with these front panels hanging in the air vacuum (apparently it held by the cosmic force, eh) and the size of the back parts, which no longer extends, into which "Valor" doesn't fit in size.
(05-19-2020, 11:53 AM)Treewyrm Wrote: Gallia jumpgates did not have functioning hitbox and now they do. You've got used to convenience that came with the lack of functional hitbox which is no longer the case. They ain't going to be reverted back to broken hitbox. I'll play around with nudging approach path hardpoints but that's it. Also animated panels aren't floating in the air, as a matter of fact I did not touch model mesh at all. Everything else about it like docking spheres and ranges are exactly the same as regular liberty jumpgate.
edit: path approach points were shifted completely outside the gate and at a fair distance from for caps, that ought to help.
Gallic jump gates just lost half of their opening animation. Only the front panels open, but the back parts of the gate remain stationary. Although before that update they were also animated and slides apart. And now not only does "Valor" get into it with difficulty (which is damn weird in terms of realism and RP when battleship just barely fit through the gate, eh), but also the front panels just hangs in space.
That's curious. But I guess I know why it happens. The way animation was setup it wasn't hierarchical, like such models normally are, and side panels were never actually attached to side beams. At this point I'm just convinced to redo the model, I'll use the original design but just go with new mesh and new compound hierarchy. Wider for caps and shorten the length while at it. I'll use valor as measurement tool heh.
Since the first time you didn't really get what "one person" was trying to suggest, I want to clarify the above just in case. You don't have to make Gallic jump gates wider, because the gates itself could get wider due to animated back parts. A-and this was totes okeh, because the gates of the rest of Sirius also had two animated parts. Just a humble friendly advice – install the older DFL episode (4.91, fex) and check how Gallic gates worked, if you no longer have another opportunity to check the old model animation. Just to be sure.
P.S.: A-and it also makes sense (a long time ago, tbh) to remake the Ageira gates and lanes so that it looks more massive and detailed.