[TE4] Issue with player reach while on the run ?

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[TE4] Issue with player reach while on the run ?

Postby Sillytone » 28 Nov 2019, 13:41

Hi, please take a look at this video. I'm the red player on top and CPU was the blue player.

I just wonder if that return shot was reachable or not. What i saw was the blue player was rotated too much on the right side, so he might shorter his sweet spot (?) which i think maybe is the new animations system ?
Because i think that he can attempt for a silce or normally in real life players should not rotate like that to reach a hard ball coming in.
I think in TE2013 the players will not miss a shot like that. For example at Rafa's second shot start from 0:05 here :
Sillytone
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Re: [TE4] Issue with player reach while on the run ?

Postby manutoo » 29 Nov 2019, 09:34

Hello,

it looks like the player is bending forward more than in TE2013, giving the illusion the reach is higher than what it should be.

It might come from the change I had to do in the animation system in such a case (ie: hitting while running) when I ported TE engine to Unity.

If you have the .dmo, you can send it to me, I'll check it more in details (but likely not before a while :fear: ).
ManuTOO
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Re: [TE4] Issue with player reach while on the run ?

Postby Sillytone » 29 Nov 2019, 13:47

Here you go busy dad :)
Check the 40-0 point
One more thing, left hand players will switch their favor hands to right, but the racquet still attached to their left hand, looks very weird. This happens when i hit the "skip to next important points" or sth like that, on the simulation match between 2 CPUs. Also same thing happens in recorded replays.
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Re: [TE4] Issue with player reach while on the run ?

Postby manutoo » 30 Nov 2019, 07:48

Thanks for the .dmo , and for the left-handed bug report : it should be fixed in the next update ! :yes
ManuTOO
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