How do you want map 2d world to 3d world?
I did not mean that would need / want to map a 2D world into a 3D world.
I meant that no problem is "impossible" to fix, there are always multiple ways to solve things - some more complicated than others... it's just a matter of "looking outside the box", and finding a different - easier way to fix things. (Unless of course if you can't bother to look.) And sometimes it's just not worth to fix things at all, because some fixes can cause more trouble than improvement, as Meridian was trying to point out...
Anyway, don't get me wrong. All I want is to help make OpenXCom a better game for everyone.
Obviously I don't decide if something should or not be "fixed". For now, all that I want is
identify a problem, and
understand what's going on. After that, if there's something that can be fixed/changed to improve the game, all the better. If not, I would only like to understand why.
The problem that I've identified is:
- Occasionally, bullets
appear to go inside the aliens but do not hit, which can be frustrating for the player and cause detriment to the overall game-play experience.
Yankes: I have to confess I've had some trouble understanding what you wrote previously, so I went back and read things a few more times. Please correct me if I'm wrong, but to sum things up:
In the 3D voxel world, all units are represented as a fixed-radius cylinder. This cylinder is used for collision detection, correct?
I presume this was made so, for simplification purposes, it would be too much work to support customized voxel hit-boxes for each alien, correct?
This means that all aliens are cylinders, regardless of how they look like to the player.
So I could go and make a custom Super-Fat-Snakeman sprite that is 2 times larger than normal - the cylinder would remain the same size, correct?