eduke32_win64_20190419-7611
windows 10 x64
fx 8320
gtx 650ti
16 gb ram
7200 rpm HDD
playing in classic mode, full screen, 1920x1080
can't get in from one direction, can't get out from the other direction
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tror sector crossing issue
#1 Posted 19 April 2019 - 09:37 AM
#2 Posted 19 April 2019 - 09:41 AM
Is this related to this?
brullov, on 18 April 2019 - 02:37 AM, said:
Hey, I have got a little problem here. TROR blocks player if he jumps on sprite. How can I resolve it?
EDIT: Works fine in older builds.
EDIT: Works fine in older builds.
#3 Posted 19 April 2019 - 09:48 AM
it's similar to part 2 of the problem in the video when approaching the tror sector from the other side of the teleporter, but the first character isn't trying to jump, it's simply trying to walk across the sector line
#4 Posted 19 April 2019 - 11:06 AM
Forge, on 19 April 2019 - 09:48 AM, said:
it's similar to part 2 of the problem in the video when approaching the tror sector from the other side of the teleporter, but the first character isn't trying to jump, it's simply trying to walk across the sector line
Looks like you can't cross TROR line staying on sprite. Cause using jet pack is ok.
#5 Posted 19 April 2019 - 02:47 PM
in the case of the example I shown, a jetpack does not work - I didn't build it, but I suspect the "top" of the tror sector goes all the way to the ceiling of the sector its "connected" to.
The player has to be able to walk through the "invisible walls" of the tror sector.
It would be as if you put a hole in a ceiling of a room and that hole led to a room directly above the one you're in - jetpacking would allow you to fly up the hole and to the ceiling of the room above you, but you wouldn't be able to leave the hole sector.
If you managed to get into the above room via another route, you would not be able to enter the hole sector to drop down it to the room below.
The player has to be able to walk through the "invisible walls" of the tror sector.
It would be as if you put a hole in a ceiling of a room and that hole led to a room directly above the one you're in - jetpacking would allow you to fly up the hole and to the ceiling of the room above you, but you wouldn't be able to leave the hole sector.
If you managed to get into the above room via another route, you would not be able to enter the hole sector to drop down it to the room below.
#6 Posted 20 April 2019 - 03:20 PM
I had an issues like that when one of my sprite was semi inside TROR (crossing)
so you pass through sprite above TROR line while bottom of sprite is inside other TROR part.
I put 2 inv sprites
One on upper part
One on lower part
so player doens't enter the stairs (inside part)
so you pass through sprite above TROR line while bottom of sprite is inside other TROR part.
I put 2 inv sprites
One on upper part
One on lower part
so player doens't enter the stairs (inside part)
#8 Posted 21 April 2019 - 04:45 AM
But it re introduces the teleportation bug surfacing from water. They have made massive improvements lately. Getting more playable all the time.
This post has been edited by Paul B: 21 April 2019 - 04:46 AM
#9 Posted 21 April 2019 - 05:49 AM
Paul B, on 21 April 2019 - 04:45 AM, said:
But it re introduces the teleportation bug surfacing from water. They have made massive improvements lately. Getting more playable all the time.
which snapshot fixed that?
I've looked at r7576 to r7618, and that issue was present in all of them (at least in the pool outside the AMC base - I didn't check vanilla maps).
I could have easily missed that though, there were a lot of issues and bad fps problems over that span of time.
This post has been edited by Forge: 21 April 2019 - 05:53 AM
#10 Posted 21 April 2019 - 06:45 PM
Forge, on 21 April 2019 - 05:49 AM, said:
which snapshot fixed that?
I've looked at r7576 to r7618, and that issue was present in all of them (at least in the pool outside the AMC base - I didn't check vanilla maps).
I could have easily missed that though, there were a lot of issues and bad fps problems over that span of time.
I've looked at r7576 to r7618, and that issue was present in all of them (at least in the pool outside the AMC base - I didn't check vanilla maps).
I could have easily missed that though, there were a lot of issues and bad fps problems over that span of time.
I can't remember which one as there were multiple attempts at improving it. It was improving however it seems to have regressed with the last update. But i'm sure they are well aware of the problem.
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