Discussion for any ET/ETPro/BayonET bugs or cheats you find...
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Father
Posts: 107 Joined: Sat Jul 22, 2006 1:30 pm
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by Father » Thu Sep 28, 2006 3:12 pm
I think there is 2 ways to fix it:
1) decompile and remake map
2) add there clip via .script file
If you don't do it, someone else will.
ogrec
Posts: 80 Joined: Tue Oct 26, 2004 10:56 am
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by ogrec » Sat Sep 30, 2006 2:37 am
So can someone fix that so it can be added to next etpro?
mortis
Posts: 360 Joined: Tue Jul 06, 2004 11:57 pm
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by mortis » Sat Sep 30, 2006 9:11 am
I'm not even sure why it happens. I could add a clip, but I'm not sure what I'm fixing...it would be like adding a speed bump to a sticky spot.
ogrec
Posts: 80 Joined: Tue Oct 26, 2004 10:56 am
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by ogrec » Sat Sep 30, 2006 9:56 am
I can send you demo if you think it will help, but i think you must have seen that bug at least once.
mortis
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by mortis » Sat Sep 30, 2006 10:08 am
a demo would still be helpful.
ReyalP
Posts: 1663 Joined: Fri Jul 25, 2003 11:44 am
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by ReyalP » Sat Sep 30, 2006 12:07 pm
I'm pretty sure this is a generic bug in ET physics (or ET engine traces), not a specific problem with the map. There are lots of places this happens.
As the OP pointed out, it's as old as ET, you should be used to it by now
send lawyers, guns and money
mortis
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by mortis » Thu Jun 28, 2007 9:41 am
reyalp, any speculation as to why this happens? Are the players get stuck in the collision mesh of the terrain? The brushwork doesn't look abnormal there...
I could put a four unit thick solid clip along that section, but it might have a noticeable 'step up' and 'step down' when crossing it...
Luk4ward
Posts: 236 Joined: Sun Jul 30, 2006 1:55 pm
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by Luk4ward » Thu Jun 28, 2007 11:23 am
mortis wrote: Are the players get stuck in the collision mesh of the terrain?
Demo shows the problem, sometimes they got stuck (near the red line) when trying to pass the gate
wolFTeam.pl
Dersaidin
Posts: 197 Joined: Fri Aug 06, 2004 1:55 pm
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by Dersaidin » Fri Jun 29, 2007 1:57 am
I've felt that bug many times, but since it seems to be an unwanted solid.. thing. Since (I would guess) its part of the worldspawn, theres no way to remove it by mapscript.
And covering it up isn't really an option either imo. Just live with it I'd say, its not that terrible.
mortis
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by mortis » Fri Jun 29, 2007 8:55 am
It's confusing to me, I simply don't see anything wrong there. Maybe it's a compiling error? I'm not sure...
vendetta50
Posts: 47 Joined: Sun May 20, 2007 2:10 am
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by vendetta50 » Fri Jun 29, 2007 9:26 am
IF you are a good trickjumper that does get in the way. I noticed it more when i got into tj'ing because you have to follow that line. But that invisible wall makes it harder