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InsideQC Forums • View topic - Bounding box fix + compatibility?

Bounding box fix + compatibility?

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Bounding box fix + compatibility?

Postby Baker » Sat Aug 21, 2010 5:56 pm

I incorporated the code R00k posted as a bounding box fix:

viewtopic.php?p=18605&highlight=whitehouse#18605

In hipnotic hip2m3.bsp the bounding box fix somehow results in the gold key (edict 134) being "free" instead of being there. So the gold key is missing.

I removed the bounding box fix and the key is there.

It is easy enough to just use a different bounding box fix and through testing verify all is fine, but the idea that a bounding box fix could cause an entity to not exist bothers me.

Why would a bounding box fix cause an edict to get freed? Any thoughts or ideas?

/ I know about bounding box issues with Qrally and/or Gold Cup, btw. Slightly annoying that to fix one problem (models near edge of screen disappearing) has to cause a gameplay change that can potentially break mods or actually make subtle alterations in game play :(
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby revelator » Sat Aug 21, 2010 7:39 pm

time for scalable bounding boxes :)

tbh i seen several weird effects due to bounding box problems i remember foundly my old demonquake engine with tenebraes infinite bounding box code, at first it looked ok then i came to the level with the drake and the walls dissapeared into the void :lol:

i even seen my weapon been offset so much that i could shoot myself in the arse (litterally) took me a while to figure that one out.

the problem seems to be intersection when the bounding box gets so large it clips the world box strange things happen :( it shouldnt really happen but it does.
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Postby Baker » Sat Aug 21, 2010 8:07 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Baker » Sat Aug 21, 2010 8:17 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby qbism » Sun Aug 22, 2010 4:47 am

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Postby Spike » Sun Aug 22, 2010 7:59 am

.
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Postby qbism » Sun Aug 22, 2010 2:36 pm

Last edited by qbism on Sun Aug 22, 2010 3:48 pm, edited 1 time in total.
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Postby Spike » Sun Aug 22, 2010 3:40 pm



was refering to that one.


Basically, your entity clips with the world with its bounding box aligned to its mins value. If your ent is sized twice as big as the hull that its trying to use, then only the 'lower' 8th of the model will actually clip correctly. The rest will move through the world.

By changing the size reported in the model_t on the server, you have changed the mins of the entity, and thus moved the box with which it traces through the world (the hull box is the same size, its just offset).
And now that box makes contact with the world.
I'm not sure how better to explain it.
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Postby qbism » Sun Aug 22, 2010 4:06 pm

The relative way bbox alignment works is not intuitive, but the explanation combined with the previous thread is clear.
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Postby r00k » Mon Aug 23, 2010 8:37 am

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