Angled doors can be hard to click

Curated user bug reports with enough information to reproduce issue. Moderators will move topics here from Help & Support once a bug is confirmed and enough information has been provided.
Post Reply
User avatar
Interkarma
Posts: 4893
Joined: Sun Mar 22, 2015 1:51 am

Angled doors can be hard to click

Post by Interkarma » Tue Jul 18, 2017 10:13 pm

This is a known bug with how the virtual door collider is generated internally for angled doors. Here's a visualisation of the broken collider for one of these problem spots. I will fix this sometime ahead of 0.4 stable.
broken-door-collider.jpg
You do not have the required permissions to view the files attached to this post.

MaxRebo
Posts: 2
Joined: Thu Jan 21, 2016 9:07 am

Re: Angled doors can be hard to click

Post by MaxRebo » Sat Sep 09, 2017 10:26 pm

Hi, I've been looking into this, I hope you haven't already fixed this :)

I've managed to fix the rotation of the collider. I've been testing this with another dungeon that has an entrance with a steeper angle and it looks like this:

Image

I'm not sure what the original intention for the implementation was. Was the collider supposed to sit on top of the door plane or is it supposed to surround the door plane as it is in the screenshot above? With the BoxCollider we have a bit of a trade off here in that it allows as to enter the dungeon by clicking on the sides (as it is in the original game) but we also can enter it by clicking some of the empty space above the door. Maybe we should generate a MeshCollider based on the door plane? Or find a way to use part of the actual door geometry as a collider?

User avatar
Interkarma
Posts: 4893
Joined: Sun Mar 22, 2015 1:51 am

Re: Angled doors can be hard to click

Post by Interkarma » Sat Sep 09, 2017 11:32 pm

Hi MaxRebo. Good news, I haven't gotten around to this yet. :)

The goal is just to rotate the virtual door collider to match door plane, rather than surround the space entirely. The virtual box collider shouldn't change overall width like in screenshot. I know this is a bit tricky based on how I have things setup currently, but definitely doable.

FilthyCasual523
Posts: 64
Joined: Tue Feb 06, 2018 6:06 am

Build #127 - Very difficult to click doors recessed into geometry (e.g. Daggerfall/The Crypts of Yeomhouse)

Post by FilthyCasual523 » Fri Aug 31, 2018 9:34 pm

The crypt at The Crypts of Yeomhouse is inaccessible -- I walk up to the door and activate it, nothing happens. This bug isn't present for me in Classic.

User avatar
Interkarma
Posts: 4893
Joined: Sun Mar 22, 2015 1:51 am

Re: Cannot enter The Crypts of Yeomhouse

Post by Interkarma » Fri Aug 31, 2018 10:20 pm

Please don't forget to mention your build number, otherwise we have no idea which version you're running. :)

Edit: Nevermind about the logs. I've taken a look at this and understand the problem. The door geometry is recessed inside the crypt model. This leads to the problems with door collider. It is possible to enter with a bit of fiddling about clicking the door, but that's hardly ideal. I'll see what I can do about this later.

User avatar
mikeprichard
Posts: 712
Joined: Sun Feb 19, 2017 6:49 pm

Re: Build #127 - Very difficult to click doors recessed into geometry (e.g. Daggerfall/The Crypts of Yeomhouse)

Post by mikeprichard » Fri Jul 26, 2019 12:53 pm

This old report seems to be mergeable with this other one (I think) - viewtopic.php?f=24&t=566. This is another issue I've seen come up on DFU videos a few times.

User avatar
Jay_H
Posts: 2850
Joined: Tue Aug 25, 2015 1:54 am

Re: Angled doors can be hard to click

Post by Jay_H » Fri Jul 26, 2019 12:57 pm

Done :)
ON HIATUS. Will be difficult to find.
Come join the Unofficial Daggerfall Unity Discord.
See the Daggerfall Unity Wiki on the UESP.

User avatar
mikeprichard
Posts: 712
Joined: Sun Feb 19, 2017 6:49 pm

Re: Angled doors can be hard to click

Post by mikeprichard » Fri Jul 26, 2019 12:59 pm

You're a machine, Jay - cheers.

Post Reply