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Fall damage is not calculated correctly ? #542

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M1sh2 opened this issue Dec 13, 2023 · 9 comments
Open

Fall damage is not calculated correctly ? #542

M1sh2 opened this issue Dec 13, 2023 · 9 comments

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@M1sh2
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M1sh2 commented Dec 13, 2023

It is worth noting that after a hard fall, the protagonist in the original Gothic does not get up himself, he can lie down, if the player activates the button the protagonist will stand up.

Gothic.2.2023.12.13.-.19.09.02.05_1.mp4
Gothic2notr.Exe.2023.12.13.-.19.12.12.06.mp4
Gothic.2.2023.12.13.-.19.13.43.07_1.mp4
Gothic2notr.Exe.2023.12.13.-.19.00.15.02.mp4
@Try
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Try commented Dec 13, 2023

Hi, @M1sh2 !

OpenGothic is different on purpose. Original game calculates fall damage by using falldown_height and falldown_damage parameters, which are provided by game-script.

  • falldown_height - limit fo non-damage fall.
  • falldown_damage - is damage per meter, after fall height exceed limit above.

Naturally this is not what can work, as there is no such thing as falldown-height :) Vanilla apparently measures total flight length, resulting in odd damage at time. OpenGothic however uses character speed, to derive from it and from gravity constant possible value of fall height.

In tower case:
fall height (according to opengothic) is ~8.9 meters
falldown_height, for humans is 5 meters

In total: damage received doesn't match vanilla, but on purpose and more correct.

@M1sh2
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M1sh2 commented Dec 14, 2023

Ok (although I don't consider gothic a realistic game), when loading it doesn't reset the previous state and it carry after loading ?

Gothic.2.2023.12.14.-.18.16.59.02.mp4
Gothic2notr.Exe.2023.12.14.-.18.22.39.03.mp4

Try added a commit that referenced this issue Dec 14, 2023
Try added a commit that referenced this issue Dec 14, 2023
@Try
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Try commented Dec 14, 2023

previous state and it carry after loading ?

Yes by default full state is carried. Changed in 770f4ce

original Gothic does not get up himself, h

Fixed in 6ef7f6d

@M1sh2
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M1sh2 commented Dec 15, 2023

In Gothic original was a function for those who often climbed into dubious places and stuck, it works on ctrl + alt + f8 (and this is without marvin cheat code), the player is thrown up, the animation of the jump accelerated. Is it possible to realize this here ?

Gothic.2.2023.12.15.-.20.09.15.05.mp4

Also I have questions about the local parkour, does it reduce damage by clinging the main character to the environment while flying ?

Opengothic.Nightly.2023.12.15.-.20.05.48.01.mp4
Opengothic.Nightly.2023.12.15.-.20.06.21.02.mp4

@Try
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Try commented Dec 17, 2023

it works on ctrl + alt + f8 (and this is without marvin cheat code), the player is thrown up, the animation of the jump accelerated. Is it possible to realize this here ?

I'm not sure about this: this game-mechanic is cruel workaound to fix issues with collision in problematic places. Given that game doesn't have as much issues with collision as vanilla and allows to open menu, while in slight/flight/jump we should not need it.

Also I have questions about the local parkour, does it reduce damage by clinging the main character to the environment while flying ?

Yes, that because you losing speed on those small collisions. On case that shown on video it's no quite correct behavior - I need to improve collision model.

@M1sh2
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M1sh2 commented Dec 29, 2023

It's also worth noting that opengothic is missing the fall animation after dragon breath. (possibly from any strong blow that topples the protagonist, it could be a troll, a golem, maybe someone else.)
There are two of them, without acrobatics and with acrobatics (after getting 90 dexterity).

Opengothic.Nightly.2023.12.29.-.20.24.09.15.mp4
Gothic.2.2023.12.29.-.19.57.19.08.mp4
Gothic.2.exe.2023.12.29.-.19.57.19.08.mp4

@M1sh2
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M1sh2 commented Jan 9, 2024

It's not perfect, but better. In the past variant, it no longer works to play parkour.
The fall animations from dragon breath work now.

Opengothic.Nightly.2024.01.09.-.17.51.40.01.mp4

@M1sh2
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M1sh2 commented Feb 13, 2024

Jumping into the water in the original resulted in the protagonist automatically diving, no matter from what height. But nevertheless decided to go down the mountain to check it out.

Gothic.2.2024.02.13.-.12.40.12.02.mp4
Opengothic.Nightly.2024.02.13.-.12.37.18.01.mp4

@Try
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Try commented Feb 14, 2024

protagonist automatically diving, no matter from what height.

This mechanic is not implemented yet. Also not sure, if in vanilla it always diving, at least simple jump doesn't cause diving.

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