Barotrauma
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Water splash - parasite copy
Disclaimers
- [X] I have searched the issue tracker to check if the issue has already been reported.
- [ ] My issue happened while using mods.
What happened?
Water spatter from the character’s feet near the ladder is duplicated at below level.
Reproduction steps
- Start editor
- Use my test chamber: _Test-Parasite water splash.zip
- Do the same as in the video
- Standing next to the ladder keep the key
arrow down
- The ladder is a mandatory condition!
https://user-images.githubusercontent.com/93348499/180854700-ef5b74a4-31e7-4fd2-a267-6a39b2e18392.mp4
Bug prevalence
Happens every time I play
Version
0.18.15.0
-
No response
Which operating system did you encounter this bug on?
Windows
Relevant error messages and crash reports
No response
Tested this quickly, it appears it occurs because the hull is extremely close to the hatch - enough so that the feet of the character can touch the next hull just sliding down the ladder (with their feet)
curiously, the splash occurs when entering and exiting the hull - and not around the water level of the hull, perhaps because of the information related to the character that is in water in the current hull?
Personally, I don't think this hull should be so high that it is almost past the hatch itself between the two hulls, but this configuration does "work" in the sense that water transfers between the hulls when the hatch opens and such.
Personally, I don't think this hull should be so high that it is almost past the hatch itself between the two hulls, but this configuration does "work" in the sense that water transfers between the hulls when the hatch opens and such.
You mean the hull should be like this?
These are vanilla submarines:
This is due to the features of the design of submarines. This is done so that all the water from the compartment is pumped out if the pump is operated by a water detector!
- Pump - power is off if it does not work (the device is deactivated when its operation is not necessary)!
- The pump is activated when a signal is received from the water detector!
If the hull is lower, there will be more water in the compartment after pumping out! You can try this: _Test-Parasite water splash V2.zip
https://user-images.githubusercontent.com/93348499/181512773-d58aa4f1-b766-40cd-9d1b-abce8ba82465.mp4
I still consider it to be a bug that the splash is duplicated when the character is not touching the water itself in the other hull simply from a few pixels of a foot touching the very top of the hull below.
but character ragdolls do slightly pass through other objects at high speeds (like the foot moving on the ladder passing through by a few pixels to touch that hull) and was more an observation on why this is occuring, its not strictly tied to the ladder but the fact the ragdoll manages to touch the other hull at the same time that is very close to the edge of the collision for the hatch.
And yes, this is probably an issue on some (or most) vanilla submarine designs.
character ragdolls do slightly pass through other objects at high speeds
And yes, this is probably an issue on some (or most) vanilla submarine designs.
I think it’s a pressing need now.
The problem is that water fills the walls inside the housing! Water fills the entire area of the housing.
On one hand if their not touching enough - then its essentially going to make gaps flood the interior like it is the ocean, on the other hand it would be too complicated of a matter (to my understanding) to fix this issue by making hull's reactive to the size of the room based on any combination of wall/floor pieces, shapes and sizes to make none-rectangular or angled shapes.
its also complicated to have any none-rectangular hulls and likely not worth it vs the code complexity and performance it might require. I think its been discussed in the past.
Fixing the issue of splashes when a character intersects two hulls but the water is intersected only on one is a more ideal solution I think. and you should design the submarine where you want your hulls to go. this issue may be fixed at some point when the developers have time but in the meantime there is no strictly wrong way about setting up the hull's.
@NilanthAnimosus Similar effect but different situation! Maybe this is another bug.
Water drainage through a twinned hatch that opens in different directions:
Splash upwards when draining water - double hatch.
https://user-images.githubusercontent.com/93348499/181829655-1122678f-3c97-4c9b-abb6-d8405e92cb94.mp4
Teat chamber: _Test-DoubleH splash.zip
Fixed in https://github.com/Regalis11/Barotrauma-development/commit/0b86adbd1228c63584c474d04bf888119221949e
The splash particles are created when a limb leaves or enters water. In this case, the feet entered the hull below, making them leave water, which caused water particles to be emitted at the surface of the water in the limb's current hull.
Tested, wasn't able to reproduce the issue after the fix, working correctly. Closing.