Xp-cagey Question Perhaps

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
<div class="IPBDescription">Sky texture and the Skulk</div> I still have "all" NS versions installed from 1.04 to 3.0b3

In ns (1.04 and) 2.0x I am not able to walk on the <i>verticle</i> sky brushes. It would have been a nice extra solution for outdoor mappers to stop that darn Skulky to walk on the sky, but heres the problem:
In ns 3.0b(b3) I am able to walk along any sky brush.

What happened to the coding there or is steam doing something annoying again<span style='color:gray'>(I'm not a fan of steam <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> does it show?)</span>
This is probably a Flayra question but still...

Comments

  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    It's because all decent compilers put a clip brush infront of the sky so you don't fall through into the void. And with 3.0 clip brushes were made climeable. So basically all we need is a brush that skulks can't climb on, but there isn't one atleast yet.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-XP-Cagey+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Actually, if skulks are using clip hulls for collision detection now (I <i>think</i> they are), it's not really possible to have a single texture that they can't walk on; clip hulls don't store texture information.  You'd need to implement an enhanced clipping system and modify the compiler in order to have that information available.  All textures (including NULL) behave identically for the purposes of clipping--physics are completely dependant on the entity class (including worldspawn as an entity class) rather than the texture properties.

    I think that skulks were probably using the vis hull for their wall walk code in early versions of NS since that would account for their inability to detect clip surfaces as solid objects (all of that is conjecture, I haven't seen the mod source).

    You could still implement unclimable surfaces in a clip hull by using an entity -- similar in purpose to the existing <a href='http://collective.valve-erc.com/index.php?ent=func_friction' target='_blank'>func_friction</a> entity -- to define skulkproofed surfaces (func_noclimb?).  Getting that sort of object to function properly for skulks, other player types, and the commander at the same time might be a challenge.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Alright, I see it already has been answered...

    Topic closed I would say, thanks peeps ^_^
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