Tremulous Forum
General => Feedback => Topic started by: Sanity on September 08, 2008, 11:24:35 pm
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I don't know if anyone else has noticed this, but if you play aliens enough you probably have. Whenever you wallwalk, and go up to an alien or human while wallwalk is on you spin. It dose nothing but screw you over and adds nothing to gameplay. What is the point of this?
I personally think it should be removed.
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cg_wwFollow 0.
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Is that option in the options menu? I can't get what the purpose is from just that name.
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I think Sanity is speaking about the elusive wallwalk bug that is introduced somewhere inbetween the release of 1.1.0 and where we currently are (latest version of Lakitu7's QVM) at.
All I know is that the bug is confirmed and being worked on slowly.
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I think you are referring to a bug that frankly is very annoying, and very elusive as far as finding and fixing the bug goes.
Khalsa
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Is that the same bug as when you're by the edge or a overhang or whatever? Where your orientation goes back parallel to the floor even though your feet shouldn't be near the floor?
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There's two different (but very possibly related) bugs occurring here.
I think that the OP is refering to two dretches on a wall touching each other, which causes the views to go spinning wildly. This bug happens to everyone and seems to occur on every server and client.
I think that Lava and David are refering to the bug where the orientation for one player suddenly goes incorrect in a more methodical, less-spinny way when on the edges between surfaces (try it on the lights on ATCS, where Lava first reported it). This bug occurs across game.qvms, but only happens to some users (across client executables) while never affecting others. Those affected see the occurance in demos and while following other players, while those unaffected do not.
Both bugs are in places in the code that aren't the easiest to figure out, but the later is particularly challenging because I for one cannot reproduce it whatsoever.
[edit] grammar fix
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It used to happen to me so much that it was impossible to use a basilisk with intent on grabbing people, which is how I got good with using a no-grab basi. I don't know what exactly I changed, but it no longer happens quite as much, and thankfully I can really use the basi fully now.
It is easily my least favorite bug though.
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What i mean is when 2 dretchs go close to each other while wallwalking and spin, also works with humans =(
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i personally havent ever noticed it, just got used to playing trem with it and how to counter it so i dont die :p
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What i mean is when 2 dretchs go close to each other while wallwalking and spin, also works with humans =(
I haven't seen any wallwalking Humans lately.
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What i mean is when 2 dretchs go close to each other while wallwalking and spin, also works with humans =(
I haven't seen any wallwalking Humans lately.
lol
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You know what i mean you dumbass. -.-
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What i mean is when 2 dretchs go close to each other while wallwalking and spin, also works with humans =(
I haven't seen any wallwalking Humans lately.
i have... just for fun google made them be able to do it once the viewangles were all messed up but they worked
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What i mean is when 2 dretchs go close to each other while wallwalking and spin, also works with humans =(
I haven't seen any wallwalking Humans lately.
i have... just for fun google made them be able to do it once the viewangles were all messed up but they worked
Timbo released a wallwalking minimod for Quake3 early on in Tremulous' development. Great fun!
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Benmachine's mod allowed this also. Amusing for about 5 minutes, was really unbalanced. Spawn as a dretch but with tyrant moveset.. and attack range and power. Or spawn with mgturret weapon...
Ahh, the goold ol' days...