Could You Please Break My Tools?
Cagey
Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
<div class="IPBDescription">trying to fix the p12 clipping bug</div> I'm looking for maps that fit the following criteria:
<ul><li>Have been compiled under ZHLT p12
<li>Have strange "holes" in the clip hulls that cause players to walk into walls/floors when run
<li>Can be sent to me as source (.map) files for testing</ul>I've narrowed down the clip bug to two likely problems, but before I can make any more progress I'll need some sample maps that are broken when compiled with the latest public code.
If you have a map that fits the criteria above, please email me (link in profile), and I'll ask about grabbing your .map file for testing. Of the three issues that are currently on my to-do list (ignore special texture inclusion, fix clipping bug, fix broken noclip behavior) this is the only one that doesn't have a known workaround. I'd really, really like to get this fixed.
Thanks!
<ul><li>Have been compiled under ZHLT p12
<li>Have strange "holes" in the clip hulls that cause players to walk into walls/floors when run
<li>Can be sent to me as source (.map) files for testing</ul>I've narrowed down the clip bug to two likely problems, but before I can make any more progress I'll need some sample maps that are broken when compiled with the latest public code.
If you have a map that fits the criteria above, please email me (link in profile), and I'll ask about grabbing your .map file for testing. Of the three issues that are currently on my to-do list (ignore special texture inclusion, fix clipping bug, fix broken noclip behavior) this is the only one that doesn't have a known workaround. I'd really, really like to get this fixed.
Thanks!
Comments
When the Onos is stuck, does it seem like there's an invisible ledge running across the top of the ramp, or is the player stuck in all directions?
The first problem is actually a known issue caused by normalization of clip brush offsets (explanation <a href='http://xp-cagey.com/?article=1000' target='_blank'>here</a>), and if you use cliptype simple it would theoretically go away unless the ceiling is too low at the ramp's top.
If the player is stuck in all directions, this might be the bug I'm looking for, in which case I'd be interested in looking at your map.
Were the problems caused by those entities resulting in holes in the main clip hull, or just blocking player movement?
Here is how it gives on me the problems: I make a vertex polygon, and, If somewhy I left any side of the polygon concave, start the leaf thing...
try: make a cube... on one side make two points up and other two points down (diagonally)
something like: <u>|\/|</u>
them try to compile... leafs leafs leafs...
(sorry about my english... I'm almost asleep here... lol - if you don't understood, I'll try to explain better later... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)
Here is how it gives on me the problems: I make a vertex polygon, and, If somewhy I left any side of the polygon concave, start the leaf thing...
try: make a cube... on one side make two points up and other two points down (diagonally)
something like: <u>|\/|</u>
them try to compile... leafs leafs leafs...
(sorry about my english... I'm almost asleep here... lol - if you don't understood, I'll try to explain better later... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No Problem -- understood you fine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
~ DarkATi
~ DarkATi<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm actually looking for the opposite problem -- falling into walls and floors that should block the player.
Does worldcraft report any broken entities (Alt-P)? As Lazer mentioned above, Nancy has had bad objects in the rmf before that caused invisible walls to form when compiled.
If I compile with the cliptype on Smallest it seems to work the best with the fewest impediments towards players. There is only one little weird clip node that is drawn across a floor between two lights that are down there... mainly affecting marines.. they have to jump or crouch over it/into it before they can pass by. When I cordoned off that area of the map to play with and compile seperately there were specific spots that I would fall through consistently (with precise mode I beleive).
If I compile with the cliptype on Smallest it seems to work the best with the fewest impediments towards players. There is only one little weird clip node that is drawn across a floor between two lights that are down there... mainly affecting marines.. they have to jump or crouch over it/into it before they can pass by. When I cordoned off that area of the map to play with and compile seperately there were specific spots that I would fall through consistently (with precise mode I beleive). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Sounds like the bug I'm trying to reproduce -- I responded to your email.
If you can reproduce the error on demand, I'd be interested in the map.
One characteristic of the problem is sensitivity to changes in other sections of the map -- moving a brush in a completely different section of the map can cause the error to appear or disappear.