<!--QuoteBegin--Madjai+Mar 27 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Madjai @ Mar 27 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well they say this on the main page:
"Fewer "stuck" issues with Onos and blink"
fewer is nice, but eliminating them altogether will probably be impossible <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> As I understand it, the issue with blink and Onos is the hitbox intersecting with the hull on a wall...the 'unstuck' tool that XP-Cagey made roots out 'sticky corners' that happen because of a bug in the way some corners are treated by the maps when creating the clip hull and then regenerates the hull based on a new 'algorithm' (err, method...whatever). You know, the corners you get stuck in as a skulk when wallclimbing or some of the ones (noticeably in ns_hera) when you fall into a crevice and can't walk or jump.
Comments
"Fewer "stuck" issues with Onos and blink"
fewer is nice, but eliminating them altogether will probably be impossible
"Fewer "stuck" issues with Onos and blink"
fewer is nice, but eliminating them altogether will probably be impossible <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As I understand it, the issue with blink and Onos is the hitbox intersecting with the hull on a wall...the 'unstuck' tool that XP-Cagey made roots out 'sticky corners' that happen because of a bug in the way some corners are treated by the maps when creating the clip hull and then regenerates the hull based on a new 'algorithm' (err, method...whatever). You know, the corners you get stuck in as a skulk when wallclimbing or some of the ones (noticeably in ns_hera) when you fall into a crevice and can't walk or jump.