1. Post #41
    utilitron's Avatar
    December 2013
    766 Posts
    Anyway it sounds to me like the bones no longer physically exist with us running around shooting each other. They are for all intensive purposed just numbers that our polygon vertices map to when playing

    Correct me if I am wrong but the main benefit of the bone system seems to be easy to make high precision hitboxes that map themselves. Meaning the devs could add a tiger and just have to run a simple bone system through it, put it through their program with a low poly model and Bam! a hitbox with damage values mapped they didn't have to spend 4 hours assigning damage values to.

    PS anywhere you see me say hitbox, I don't mean an actual box shape. I mean more like a hit mesh of polygons.
    I am correcting you, because you are wrong.

    The bones are actually part of the animation system. Rust uses Mechanim for animations. If the bones were no longer there, the animations wouldn't work and the models would be messed up.

    The use of the bones as part of the hitbox stuff came later.
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  2. Post #42
    rbZero says I'm the Troll King
    mrknifey's Avatar
    April 2014
    1,824 Posts
    So after reading it, it sounds like the bone system was beneficial because it allowed them to generate a (relatively) high poly hit box/mesh using a low poly player model. The bones were given a (how much does this hurt) value and then the various polygons of the low poly player model were automatically mapped to the bones damage values without the developer having to do nearly any mapping. Big polygons might be mapped to multiple bones if their vertices are in multiple bone areas.

    Anyway it sounds to me like the bones no longer physically exist with us running around shooting each other. They are for all intensive purposed just numbers that our polygon vertices map to when playing

    Correct me if I am wrong but the main benefit of the bone system seems to be easy to make high precision hitboxes that map themselves. Meaning the devs could add a tiger and just have to run a simple bone system through it, put it through their program with a low poly model and Bam! a hitbox with damage values mapped they didn't have to spend 4 hours assigning damage values to.

    PS anywhere you see me say hitbox, I don't mean an actual box shape. I mean more like a hit mesh of polygons.
    yeah, effectively a more accurate self-mapped "hitbox";) has some interesting effects, after all you can kill a bear on the "jiggle" XD

    it makes impacts very accurate, but that accuracy can be a pain to any kind of "forgiving" gameplay ; so a small thing like a chicken with bugged out movement is painful to hit. and although they should, i'm not convinced all the vertices have a bone attached, because sometimes a perfect hit doesn't register (on wolves for example).

  3. Post #43
    Likii's Avatar
    May 2014
    29 Posts
    Doors can be opened when locked no matter green or red.

  4. Post #44

    November 2014
    10 Posts
    Doors can be opened when locked no matter green or red.
    Yes had the same yesterday on a server with friends. The doors was locked but i could still open them. We had to build new ones to make it working again.

  5. Post #45
    DeadRisen's Avatar
    April 2008
    289 Posts
    I am correcting you, because you are wrong.

    The bones are actually part of the animation system. Rust uses Mechanim for animations. If the bones were no longer there, the animations wouldn't work and the models would be messed up.

    The use of the bones as part of the hitbox stuff came later.
    Hm, yea I kind of figured the bones were part of the animation system. Looked like the bones I use to rig armatures in blender. Thanks for the clarification.

  6. Post #46

    October 2014
    103 Posts
    server crashed
    console.log
    (11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.52 seconds
    (11:25:15) | BuildingBlock.UpdateGroundPath took 0.52 seconds
    (11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.57 seconds
    (11:25:15) | BuildingBlock.UpdateGroundPath took 0.57 seconds
    (11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.60 seconds
    (11:25:15) | BuildingBlock.UpdateGroundPath took 0.60 seconds
    (11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.63 seconds
    (11:25:15) | BuildingBlock.UpdateGroundPath took 0.63 seconds
    (11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.66 seconds
    (11:25:15) | BuildingBlock.UpdateGroundPath took 0.66 seconds
    (11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.69 seconds
    (11:25:15) | BuildingBlock.UpdateGroundPath took 0.69 seconds
    (11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.72 seconds
    (11:25:15) | BuildingBlock.UpdateGroundPath took 0.72 seconds
    (11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.79 seconds
    (11:25:15) | BuildingBlock.UpdateGroundPath took 0.79 seconds
    (11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.83 seconds
    (11:25:15) | BuildingBlock.UpdateGroundPath took 0.83 seconds
    (11:25:15) | BuildingBlock.UpdateSurroundingBlocks took 0.85 seconds
    (11:25:37) | BuildingBlock.UpdateSurroundingBlocks took 0.52 seconds
    (11:25:40) | BuildingBlock.UpdateSurroundingBlocks took 0.55 seconds
    (11:25:59) | BuildingBlock.UpdateSurroundingBlocks took 0.51 seconds
    (11:25:59) | BuildingBlock.UpdateGroundPath took 0.51 seconds
    (11:25:59) | BuildingBlock.UpdateSurroundingBlocks took 0.52 seconds
    (11:26:34) | BuildingBlock.UpdateSurroundingBlocks took 0.57 seconds
    (11:27:13) | BuildingBlock.UpdateSurroundingBlocks took 0.51 seconds
    (11:27:31) | BuildingBlock.UpdateSurroundingBlocks took 0.79 seconds

  7. Post #47

    March 2014
    74 Posts
    invinsible wall bug back again

  8. Post #48

    October 2014
    103 Posts
    invinsible wall bug back again
    +1

  9. Post #49

    March 2014
    74 Posts
    best new bug is if you (wanna) kill an boar with the Thompson you get killed instead the boar..
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  10. Post #50
    RustEssentials Staff
    NexusOne's Avatar
    February 2014
    460 Posts
    So is it still accurate that the Code lock colors are ass backwards? If so my huge base is sitting there unlocked lol.

    Shit!