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Fall damage is not calculated correctly ?

Open M1sh2 opened this issue 2 years ago • 11 comments

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.

https://github.com/Try/OpenGothic/assets/59886778/9aed8bae-7b4e-4382-96ee-4c9748045490

https://github.com/Try/OpenGothic/assets/59886778/c3684d40-ca0a-4164-a587-be62a4e22045

https://github.com/Try/OpenGothic/assets/59886778/0ece84bc-69a5-45f7-83ab-c027ef884dba

https://github.com/Try/OpenGothic/assets/59886778/93257751-6ff1-4b57-ad46-bedc22311e9c

M1sh2 avatar Dec 13 '23 12:12 M1sh2

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.

Try avatar Dec 13 '23 23:12 Try

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

https://github.com/Try/OpenGothic/assets/59886778/7b75c76e-21c4-44e0-a40e-694b0e56b060

https://github.com/Try/OpenGothic/assets/59886778/9071a6e0-718d-4a64-ac95-a8cb6594cfca

M1sh2 avatar Dec 14 '23 11:12 M1sh2

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

Try avatar Dec 14 '23 21:12 Try

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 ?

https://github.com/Try/OpenGothic/assets/59886778/a66a839e-4711-4c28-b68a-e30ec7672e78

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

https://github.com/Try/OpenGothic/assets/59886778/0b886cad-a981-44a2-af79-b313f4c13463

https://github.com/Try/OpenGothic/assets/59886778/eeb29517-e9f3-4af3-9f56-96614d43cdd9

M1sh2 avatar Dec 15 '23 13:12 M1sh2

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.

Try avatar Dec 17 '23 22:12 Try

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).

https://github.com/Try/OpenGothic/assets/59886778/780ddc79-6cd9-4069-8cd1-0d63f107d6dc

https://github.com/Try/OpenGothic/assets/59886778/19444db4-9f65-44a4-90b1-ff4b3871b134

https://github.com/Try/OpenGothic/assets/59886778/2e8e72e9-4413-4556-b910-d09c82e3ea71

M1sh2 avatar Dec 29 '23 13:12 M1sh2

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.

https://github.com/Try/OpenGothic/assets/59886778/4ef2f1f3-c4c5-4268-9719-0aa7ff6ff48b

M1sh2 avatar Jan 09 '24 11:01 M1sh2

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.

https://github.com/Try/OpenGothic/assets/59886778/4c9dc29a-436b-46fb-adef-6fb129ac6d10

https://github.com/Try/OpenGothic/assets/59886778/5a6cbbd1-1958-44c7-8bd6-d0f68324b71c

M1sh2 avatar Feb 13 '24 06:02 M1sh2

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.

Try avatar Feb 14 '24 23:02 Try

Playing g1, it definitely feels off. Much easier to die by jumping.

Calandiel avatar Jun 21 '24 17:06 Calandiel

I had the time to test it again on latest master and compare against the original in the few cases that I originally found particularly jarring. Everything seems fine now

Calandiel avatar Oct 27 '24 01:10 Calandiel