Issues that were previously reported and since dealt with.
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26 Feb 2014 21:11
When you wall climb on clip material and then move to geometry, even if the surfaces are flush and on the same plane you can sometimes get 'caught' on the change and waste part of your impulse count/energy.
It's kinda hard to reproduce, but is quite an issue (caused me to lose a survivor round on Ubik).
It seems to be caused by not being parallel to the normal of the surface, at angles of about 20 degrees off and facing into the 'next' 1m block (8 little ones). EG, being on the left of the line and look to the right.
Attached is a map I made to test this, the purple sections are covered in clip, the yellow isn't. The centre of the green line shows a 1m boundary (so maybe some casting to int?).
- (175 KiB) Downloaded 80 times
27 Feb 2014 02:55
Think you could make a video/demo of it too? I don't quite follow from the description.
09 Mar 2014 22:12
On further testing, it seems this isn't an issue with the clip material as much as it is the angle and the shape of the geometry.
A much simpler way to reproduce this issue:
Find a map with a large 90 degree corner, like the base buildings on center to the right of the garage door. If you try to wall climb up that corner (facing into it), you'll waste an impulse 'correcting' your rotation to be parallel to the plane of the wall.
On some earlier testing it also seems that you can 'fail' to do the corrective turn. I managed to waste 4 or 5 impulse in a single jump, on clip material, although I was only able to do it once or twice on the test map I gave you before losing the position and direction I had to face to reproduce it. It seems like it's the same issue.
I also get the feeling this issue is worse in third player view than it is in first player view.
16 Apr 2014 10:12
features a major refactor in parkour physics which should be more reliable.
16 Apr 2014 11:20
Done a quick bit of testing.
The corner thing is still the same.
The clip thing is still an issue as well, I'm not sure if it's harder to do now or not, it's been too long since I last tried to actively do it.
The correction thing when climbing in a corner is still present as well, or rather it feels the need to correct too much if you turn into the corner, cause it to try it again if you move the mouse just a tiny bit.
16 Apr 2014 19:24
[ Moved back to Open Issues, as the user replies that the issue is still present. ]
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