View previous topic :: View next topic |
Author |
Message |
goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
|
Posted: Mon Jul 19, 2010 7:01 am Post subject: |
|
|
There are indeed problems when blocking a rotating door in DP; in my case, blocking it can make the door rotate an extra 360 degrees (through the player), then close normally...
We'll have to wait until LH gets back I think. _________________ ReMakeQuake
The Realm of Blog Magic |
|
Back to top |
|
 |
r00k
Joined: 13 Nov 2004 Posts: 483
|
Posted: Mon Jul 19, 2010 7:05 am Post subject: |
|
|
random observations:
1.> When standing against and touching the HEALTH door and shooting it, it gets stuck closed with the open sound looping, never to open again :/
2.> Standing on the door that opens upwards my feet sink into the door.
Code: |
self.max_health = self.health;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH; // gb
setorigin (self, self.origin); // self.origin
setmodel (self, self.model);
self.classname = "door_rotating";
|
shouldnt there be a setsize after setmodel??
3.> the really FAST spinning block allows me to pass thru it. (collision bug?) |
|
Back to top |
|
 |
Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
|
Posted: Mon Jul 19, 2010 7:12 am Post subject: |
|
|
setmodel sets the size of the ent to match the model that was set (in nq, alias models get the size '-16 -16 -16 16 16 16', necessitating the need for a set size, while in qw, setmodel on alias models does not set the size due to qw's dedicated server not trying to load the model).
Note that SV_LinkEntity does not add +/- 1 for the vertical direction by default, which might affect things.
Also note that pitch on bsp models is inverted compared to alias models.
(LH knows all this so this stuff won't help with darkplaces, but might be useful to modders of other engines). _________________ What's a signature? |
|
Back to top |
|
 |
goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
|
Posted: Mon Jul 19, 2010 9:43 am Post subject: |
|
|
Quote: |
1.> When standing against and touching the HEALTH door and shooting it, it gets stuck closed with the open sound looping, never to open again :/ |
Yup. Stupid bug. The opening sound loops because in the case of a working door, it is cut off by the closing sound playing on the same channel. Since the door doesn't reach the end position, the second sound is never played and thus the first one loops endlessly.
There is something wrong with .blocked. Not sure if this is a problem in the qc or in the engine.
Quote: | 2.> Standing on the door that opens upwards my feet sink into the door. |
Acknowledged; same happens to me Is this related to the fact that you also sink into trains or lifts going upwards?
Quote: | 3.> the really FAST spinning block allows me to pass thru it. (collision bug?) |
You are probably spun around so fast that it feels like passing straight through - remember the rotating thingy doesn't update your view angle (yet) so you come out looking in the same direction as you did when you went in. Or can you pass vertically through it, ie can you jump on top and land on the floor? _________________ ReMakeQuake
The Realm of Blog Magic |
|
Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2004 phpBB Group
|