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;Unsticking bug | ;Unsticking bug | ||
Yes, I know that Neo never gets this one, but I do, and geyser, too. Type a cheat into the pause window, and the camera goes flying away as if you pressed "]" in dev mode. I believe it is caused by some sort of overflow in the cheat buffer. The buffer is not cleared when you close the window. For example: type "live", close the window, open it again, type "forever". I got it to bug up by typing random gibberish, too. Clearing the cheat buffer when you close the window might fix the problem. If someone (Neo?) who knows more about these sorts of things could comment, that would be great. [[User:Gumby|Gumby]] 21:10, 15 November 2008 (CET) | Yes, I know that Neo never gets this one, but I do, and geyser, too. Type a cheat into the pause window, and the camera goes flying away as if you pressed "]" in dev mode. I believe it is caused by some sort of overflow in the cheat buffer. The buffer is not cleared when you close the window. For example: type "live", close the window, open it again, type "forever". I got it to bug up by typing random gibberish, too. Clearing the cheat buffer when you close the window might fix the problem. If someone (Neo?) who knows more about these sorts of things could comment, that would be great. [[User:Gumby|Gumby]] 21:10, 15 November 2008 (CET) | ||
:A question and a fact: | |||
:#Gumby, is there any reason why you are calling this effect "unsticiking"? There is no mention of "unsticking" in the engine apart from the '''unstick''' keypress event, which I think corresponds to Ctr+Alt/Shift+U (because it indeed "unsticks" a "stuck" character). | |||
:#One and for all, I'd like to stress that it is ''not'' true that "the camera goes flying away". What happens is that the ''character'' drifts away, the velocity being frozen. The character is not rendered during the drifting. If you jump, the camera fails to drift up. | |||
:[[User:Geyser|geyser]] 00:14, 16 November 2008 (CET) | |||
==Miscellaneous tweaks== | ==Miscellaneous tweaks== | ||
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:Point is that then big glass panel would not be fully shattered because one small bullet from w1_tap hit it in the corner (only corner is shattered), while bigger blasts (w3_phr, w5_sbg) would destroy larger area of glass panel or whole panel. | :Point is that then big glass panel would not be fully shattered because one small bullet from w1_tap hit it in the corner (only corner is shattered), while bigger blasts (w3_phr, w5_sbg) would destroy larger area of glass panel or whole panel. | ||
I can see one bug tough - shooting edges of such a glass panel will make it "float" in the thin air. --[[User:Loser|Loser]] 13:25, 15 November 2008 (CET) | I can see one bug tough - shooting edges of such a glass panel will make it "float" in the thin air. --[[User:Loser|Loser]] 13:25, 15 November 2008 (CET) | ||
::Heh, that bug alone is a good reason ''not'' to do it in the way you suggest. Also, if "only the corner is shattered", surely, the shattered section won't be rectangular? The only thing that will look good is a dense [[wikipedia:curtain wall|curtain wall]]: little glass panels and criss-crossed beams between them; but then you'll complain about grenades and such not damaging the (thin) framework ^_^. There is an alternative approach - to somehow make some projectiles go through glass without breaking it (basically creating a decal and moving on). I'd say that's definitely possible. But - scope-creepy ^_^ --[[User:Geyser|geyser]] 00:14, 16 November 2008 (CET) |