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o_chad muska
04-18-2005, 09:16 AM
In FF, do we have to press duck after a ramp slide ? (like in SD2 Ramp).

In HL TFC, there is a 'mapping trick' for removing that : doing a single block which contains the Ramp + Top platform. (it works for wall as well).

o_frenchtoast
04-18-2005, 12:20 PM
...yeah!

o_chad muska
04-18-2005, 02:02 PM
?!

o_keiran
04-18-2005, 02:44 PM
?!
My sentiments, exactly.

o_chad muska
04-18-2005, 04:01 PM
;)

I want to know that, because I'll start a map soon, and I have to know if I must use the 'mapping trick' or not. I can test this "bug" (being stick on the top of ramp, or on "acute/pointed wall") myself on HL2, but this "bug" appears when you have a high speed (HL2 is slower than TFC..). So, perhaps the mapping team have an answer...

o_jinx
04-18-2005, 04:32 PM
perhaps you need to explain what you are talking about better so we have some clue?

http://cryotank.net/forum/images/smiles/jxconfusion.gif

o_voipme
04-18-2005, 05:03 PM
In FF, do we have to press duck after a ramp slide ? (like in SD2 Ramp).

FF isn't made yet, so we don't really know.

o_elvis2049
04-18-2005, 05:18 PM
but thay said that the was gonna take it out so we always slide forward :D

o_rebo
04-18-2005, 06:32 PM
From my experience in our alpha there doesnt appear to be that lip clipping problem on ramps.

o_chad muska
04-19-2005, 07:18 AM
perhaps you need to explain what you are talking about better so we have some clue?

On HL TFC for wall and ramp :
http://stefmiq.free.fr/TFC/stuckornot.bmp

From my experience in our alpha there doesnt appear to be that lip clipping problem on ramps.

ok

o_eradicatus
04-19-2005, 10:41 AM
So basically they fixed/tweaked/tuned the collision detection/geometry on the bsp brushes?

o_chad muska
04-19-2005, 11:09 AM
probably.

On TFC we can have that :
http://stefmiq.free.fr/TFC/hlenginerox.bmp

I had this problem with a room under a ramp, each slide was stopped in the middle of it... I have to rebuild the room :p

(yeah this post is useless, only for memories ;) )