Tremulous Forum
General => Feedback => Topic started by: Odin on November 17, 2006, 03:54:43 am
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As a spectator, you may notice that if you near a door, it snaps you to the other side of it. I always thought this made it harder to navigate the map as a spectator.
Why not just make func_doors noclip for spectators?
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It's a quake 3 thing.
Not much you can do.
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As a spectator, you may notice that if you near a door, it snaps you to the other side of it. I always thought this made it harder to navigate the map as a spectator.
Why not just make func_doors noclip for spectators?
i think that at least one person was trying to find that patch in q3 and revert it in trem.
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yep its lame, it only does that when you try to fly thru the door backward tho (/me thinks)
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https://bugzilla.icculus.org/show_bug.cgi?id=2757
It's especially nasty when you get snapped into a wall and can't move
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Sorry if i don't get it.. but are you saying spectators shouldn't be able to go through doors?
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No. What I'm saying is. when you try to go through a door as a spectator, it snaps you to the other side, instead of letting you fly through the door, like it should be.
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I seem to recall that that is a q3map2 thing in fact. It's the map compiler which adds spectator teleporters around what he thinks are doors.
It is funny though, try it in the latest thermal version with thehuge and slow button operated lift. The buttons on both side act as spectator teleporters too :)
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Is this really a problem we should give any attention? Proper mapping makes sure the door-skipping spectator camera works flawlessly. (Pulse anyone? :)
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It doesnt happen in other Q3 based games such as Wolfenstien: Enemy Territory
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If you want to have fun, walk backwards into a door.
You will flip-flop over the door every .5 seconds until you let go of the key.