It is kinda sad that this PC game filled with crapload of invisible wall and limitations. I never encountered any in original Amnesia, it was just like Half-Life - if you see something you most likely can jump on it. Such kind of bad level design seems to be common in last few years in many pc games.
(09-10-2013, 11:00 PM)Kein Wrote: Guess what guys:
I think better player-enviroment collision detection is needed before there's this level of interaction is given. I fell through the map in the beginning as well in a room I haven't seen others fall through yet. Or perhaps have block boxes around irregular shapes to smooth the collision
(This post was last modified: 09-10-2013, 11:54 PM by Statyk.)
Maybe interaction is the wrong word, but I can't think of another. I basically mean how many different shapes there are to collide into with the player's body mass. It detects strangely, the player will jitter sometimes, and in some cases, clip through a wall or surface and fall out of a map, get out on top of it, etc. The player body mass feels "squishy" when bumping into things.
This is just the HPL engine in general. It's just more prevalent in AMFP because there were more models and angles in the environment than TDD.
(This post was last modified: 09-11-2013, 12:46 AM by Statyk.)
This is less of a bug and more of me being weird, but when you first go down the stairs into the piston area, I crawled under the vertical bar door, and then went back under it a few seconds later from a run, to test how fast I would be able to get back under it should a monster chase me, and then the gate closed, and I had to reload an old save in order to progress.