DeeperThought, on Oct 29 2010, 07:29 AM, said:
I haven't played with it yet but I have read the documentation. The idea is simple enough but some of the details confuse me.
One of the first things that comes to mind is that it should allow for multiple clipshape maps. (...)
The docs aren't supposed to be understandable unless you've looked at the example map

. I'll note the multiple clipmaps idea.
DanM, on Oct 29 2010, 11:20 AM, said:
so is the hitscan weapons a limitation for the moment or something that u cannot get around?
Nah, it's just that every function has its own quirks that need to get figured out before you can mess with them.
DanM, on Oct 29 2010, 12:31 PM, said:
slight problem, with dummy tiles, i think its copying the clipping over to all sprites that have no clipping untill a break in the art
for example if i set a cop car at 5240 clipping and skip models 5241 - 5245 they will all have the same clipping untill they hit a new clip boundry or no art.
It doesn't do anything automatically. Check the TANK sprite in the example map. You need to set a wall lo/hi-tag to a picnum range specify aliases for dummy tiles.
The Commander, on Oct 29 2010, 08:36 PM, said:
Hm, I guess the commit was a bit premature. The control flow is rather involved (speak: spaghetti code) so something probably slipped through my attention. Until then, you could study how to set everything up without loading _clipshape_.map.