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Posted

@ST: You may describe the problem more clearly and post a screenshot, as not everybody had experienced that by now.

 

Just a suggestion ;)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted

I thought there was an existing issue of the player's origin temporarily moving into the void causing the sky to do strange things. It's corrected when the origin moves back out of the void.

Posted

I think this was discussed some years ago. It's got something to do with the player origin passing through geometry during the mantle.

Edit: Yop yop, I got ghosted.

yay seuss crease touss dome in ouss nose tair

Posted

I thought there was an existing issue of the player's origin temporarily moving into the void causing the sky to do strange things. It's corrected when the origin moves back out of the void.

I think this was discussed some years ago. It's got something to do with the player origin passing through geometry during the mantle.

Edit: Yop yop, I got ghosted.

We've discussed this. But in the specific case, the sky is quite far away an dthere aren't any geometries where the player could clip into (except we've overseen something). Are there any other things that could cause this?

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted (edited)

@ST: You may describe the problem more clearly and post a screenshot, as not everybody had experienced that by now.

 

Just a suggestion ;)

 

I'm 100% burned out with working with DR. I will never attempt an FM this big ever again. Excuse me if my enthusiasm is lacking.

Edited by Sir Taffsalot

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

... and there aren't any geometries where the player could clip into (except we've overseen something). Are there any other things that could cause this?

 

What about the geometry the player is mantling? Isn't that close by?

Posted

I've seen this many times. It is not the mappers fault, really. Mantling seems to bring the player close to sealing geometry. Same effect occurs if you put noclip on and sink slightly through the floor.

 

Would it be possible to tune the mantling path so that it steers more clearly away from geometry? Or could skybox textures be made tolerant of brief incursions into the void?

Clipper

-The mapper's best friend.

Posted

Maybe the beast option would be to let the engine this grey thingy, which is basicallysomething the engine is not really knowing what it is suppossed to be, be rendered as sky.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted

Bloody, my mustard bread just felt onto my keyboard as I was posting this. Damnit.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Posted

What about the geometry the player is mantling? Isn't that close by?

 

Close by? He's mantling it :D ..and yes that was the issue. The banister/rail/posts were worldspawn. We converted it to func_static and that has resolved the issue.

 

Obsttorte mentioned the player animation issue and then Mortem Desino's comment on player origin was the nail in the coffin. Apparently it droops down in to the mantled geometry for a few milliseconds.

Posted

Yes, you mentioned it here. Credit to you as well. We were previously discussing this in the beta thread and Obsttorte mentioned it.

 

Apologies if that came across wrong.

  • 2 weeks later...
Posted

How would one solve this problem if they wanted to mantle through an open window that has a visportal in it? Turning the window frame into a func_static would mean that the visportal doesn't work.

 

This isn't an issue for me. I'm just curious.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Posted

It is not a map problem. It is a mod problem.

 

Once it is fixed on the mod side, the problem disappears from all maps.

Clipper

-The mapper's best friend.

Posted

How would one solve this problem if they wanted to mantle through an open window that has a visportal in it? Turning the window frame into a func_static would mean that the visportal doesn't work.

 

This isn't an issue for me. I'm just curious.

 

turn frame into func_static

 

hide frame

 

make visportal larger so it fills the gap

 

unhide frame

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