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Angled doors can be hard to click [RESOLVED 0.10.18]

Posted: Tue Jul 18, 2017 10:13 pm
by Interkarma
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
broken-door-collider.jpg (93.71 KiB) Viewed 6034 times

Re: Angled doors can be hard to click

Posted: Sat Sep 09, 2017 10:26 pm
by MaxRebo
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?

Re: Angled doors can be hard to click

Posted: Sat Sep 09, 2017 11:32 pm
by Interkarma
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.

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

Posted: Fri Aug 31, 2018 9:34 pm
by FilthyCasual523
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.

Re: Cannot enter The Crypts of Yeomhouse

Posted: Fri Aug 31, 2018 10:20 pm
by Interkarma
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.

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

Posted: Fri Jul 26, 2019 12:53 pm
by mikeprichard
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.

Re: Angled doors can be hard to click

Posted: Fri Jul 26, 2019 12:57 pm
by Jay_H
Done :)

Re: Angled doors can be hard to click

Posted: Fri Jul 26, 2019 12:59 pm
by mikeprichard
You're a machine, Jay - cheers.

Re: Angled doors can be hard to click

Posted: Sat Jan 11, 2020 9:43 pm
by pango
Both kinds of slanted dungeon entrances, and Crypts of Yeomhouse can be entered just fine with 0.10.18.

I couldn't visualize the door colliders in the editor (it seems the whole building model is the collider... then DFU checks if hit point is inside door box?), but the doors seem to work, which is what matters.
When 0.10.18 is out I guess we'll be able to close this report

Re: Angled doors can be hard to click

Posted: Sun Jan 12, 2020 7:06 am
by Interkarma
To visualise colliders in editor, need to uncomment the code in Start() of DaggerfallStaticDoors. It will then add discrete colliders. But yeah, should be solved by 0.10.18. The new volume setup accounts for these angled doors. :)