On 2001-10-21 14:57, M123 wrote:
You can walk on the sky.
Without knowing the map you were on I can't say exactly why this is but it is likely you were actually walking on a clip box close to the sky rather than the skybox itself (which is impossible).
Small cubes on the map make you turn in every direction. Stairs are difficult to take when wallwalking. Small objects in general are a nuisance.
Wall walking is togglable so that you can turn it off when navigating geometry such as stairs. The alternative from a mappers point of view is to put a clip brush over the front of the stairs so visually the client see stairs but phyiscally they act as a ramp. Obviously this only works with relatively small stairs, but this is where the problem is most acute. There isn't really any way around the "small object problem" you describe - if there was I would have fixed it long ago. The best remedy against these issues again lies with the mapper where liberal use of clip brushes to smooth the geometry is a good idea.
The view doesn't always follow the surface your currently standing on, when walking straight forward or backwards. i think this got something to do with if the player is capable of bending over. If he can, your view will keep looking in the same direction the first time you go over to the new surface. Try it on a long square pole. This was disorientating for me.
The view will be rotated to whatever surface normal you are standing on - it is not possible for the view to reflect something different to the surface you reside on. Keeping the view in the same direction (as much as possible) through transitions is entirely intentional. Having it rotate through such transistions is
very disorientating.
Om q3tourney2 you get stuck in the teleporter when exiting. Nothing a small jump won't cure.
There will be a few issues with spawnpoints intersecting the map with this mod because for the wall walking code to work the bounding box of the player had to be enlarged somewhat. Q3 maps were designed with the Q3 player size in mind. This isn't an issue with Trem.
You lose your grip sometimes when wallclimbing fast from on the outside of sharply angled corners from platforms like the outside of a square where the new to be walwalked surface is at the same direction as the gravity is. It happens often when strafing sideways around sides of platforms and and almost not when walking forward and looking in the direction of the new surface. With most other types of corners you hardly ever fall. Not neccesiserally bad, more a feature.
This problem is very difficult to cure, and is largely framerate dependant (more server frames/second the less likely you are to fall), although it happens
relatively infrequently now. Again this can be hacked to some extent by the mapper, using small 45 degree bevels on sharp obtuse corners. I would only encourage this if it is absolutely imperative that the player is reliably able to traverse this edge though.
When strafing when wallwalking you can suddenly get your bud wallwalked to a surface behind you, even if you're not not walking backwards. And in general the area in which your feet get glued to walls is a tad to big, i think.
The vector used to decide the surface to transide to is your direction vector. If move on to a wall backwards whilst strafing then your movement vector
is intersecting with the wall at some point.
Wallwalking is gonna rock.
The wall walking code is unlikely to change significantly in Tremulous in the forseeable future, atleast until some of the more pressing issues are resolved. I'm only saying this so that you don't expect vast improvments in the wall walking code when Trem is finally released, because its more than likely that there will be none.