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Ice and friction


grayman

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Shiny.

 

Thanx for your shining slab of polished code :D

 

Anyway, to simplify your code and others, I added two functions into renderer/material.h: IsSlick() and IsLadder() and then used them in physics_player.cpp. These shorten the code a bit.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Now, depending on the slope, you will pick up some acceleration. Less slope = less acceleration. More slope = more acceleration. After the slope rises to 1/2 (1 'rise' for each 2 of 'run') you won't be able to walk up it. (As a reference, you can't walk up regular ground if the slope is above 1/1 (roughly).)

Sounds good. But now we have to add "bag o' sand" or "ice axe" to the list of player tools, to overcome that icy 27 degree incline. :)

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Sounds good. But now we have to add "bag o' sand" or "ice axe" to the list of player tools, to overcome that icy 27 degree incline. :)

 

Rope arrows? :) Also, do arrows stick in ice? If so, the player could build a "ladder".

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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The default "no material" footstep sound was changed to silence awhile ago. If the player somehow stepped on plain nodraw, caulk, etc, the default step sound was very loud and propagated so far that it annoyed AI rather far away.

 

Erm, was that the case for the area in front of the old man in NHAT2/3? That stone-patches that caused this loud default-step-sound I mean. Or is that a different bug?

 

Oh, Kudos to Grayman btw. ;)

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