I Have Two Questions
#4190 posted by necros on 2004/05/05 19:17:48
why is it that sometimes, when shooting projectile weapons at a shambler, they go through it? this includes on rockets and grenades (and the stake gun i'm working on) but not nails and supernails (that i noticed)
it doesn't happen all the time, maybe about 1/4 of the time
why do scrags sometimes have the ability to noclip through walls? where there are a few bunched up together, they sometimes go right through the bsp and into the void beyond, only to reemerge back into viable space later (doom's lostsouls sometimes had the ability in doom2 (with the help of a pain elemental) to noclip through walls as well)
Not Bugs.
#4191 posted by - on 2004/05/05 20:27:15
features. this is their demon alien magik at work.
Hehe,
#4192 posted by necros on 2004/05/05 20:43:38
i _know_ that. ;)
actually, i was more interested in the technical reasons for this, so i guess my questions were really directed at engine coders.
Ah, Yeah
#4193 posted by pushplay on 2004/05/06 01:16:49
Well, whenever you notice something like that, a wizard did it.
I've Never Seen That.
#4194 posted by metlslime on 2004/05/06 05:28:44
But then, i don't shoot a lot of rockets at shamblers.
Are you sure you didn't make some subtle but important qc change which introduced that bug? Or is this something you experience with the standard progs.dat?
Hmm
#4195 posted by nonentity on 2004/05/06 06:53:27
It's not that I don't care about the X800/6800. It's just I already know about them.
Not that I'm stupid enough to buy the first models of a new gen of cards anyway.
I've Noticed The Same
#4196 posted by aguirRe on 2004/05/06 07:19:08
things about noclipping scrags and shamblers that appear to have a large hole between their legs, suitable for rockets to pass through ...
But as metl says, it's usually easier to take them down with other guns, e.g. Perforator or DBS.
Clipping Monsters
#4197 posted by Kell on 2004/05/06 08:59:03
I've noticed that the polyps pass into walkways and pillars in the polyptest map, though I thought that was something to do with refinements needed for the invisibility behaviour.
Scrags do odd things sometimes too, but I've never seen 'em pass right through solid architecture, usually just into stuff.
Yes
#4198 posted by DaZ on 2004/05/06 09:47:25
I've noticed the scrag/shambler problems before, even back when I was running standard quake.exe with no mods (back in the day!) these things still happened, rockets passing through the shambler is especially common.
No idea why it happens though, doesn't happen on any other enemies.
Good Call Non
#4199 posted by ProdigyXL on 2004/05/06 09:49:47
Not that I'm stupid enough to buy the first models of a new gen of cards anyway.
You're just stupid enough to make fun out of people who are interested because they are so below you.
Intelligent and thought provoking, keep it up.
Scrags
#4200 posted by R.P.G. on 2004/05/06 12:24:06
In RPGSP1, after you grab the gold key, on your way back to the start area there are some scrags that spawned in. If you hang back after they see you, they like to clip out into the void. One time that happened and it followed me around all the way to the exit, but never clipped back into the playable space. I always thought it had something to do with the funky rock architecture at that spot, but I've since noticed it in a few other maps.
Hmmm
#4201 posted by LTH on 2004/05/06 13:16:59
I've never encountered either bug - but then I use DarkPlaces. Scrags are the only monsters that have the FL_FLY flag set. The combination of that and MOVETYPE_STEP might do it.
And now, the question you've all been waiting for...
Tried it with a different engine?
Yep.
#4202 posted by necros on 2004/05/06 13:27:39
i've seen the grenades through shamblers bug in:
glquake
winquake
fitzquake
tomazquake
tenebrae/industri
haven't tried it in darkplaces though... maybe by using the quakeworld code (that's what darkplaces is based off of, right?) the problem was fixed...
Scrags Going Through Geometry
#4203 posted by cyBeAr on 2004/05/06 15:03:48
Seems to be fairly common at least in large maps.
#4204 posted by PuLSaR on 2004/05/06 17:19:53
Seems to be fairly common at least in large maps
not only in large maps, I noticed that once even in my small sm57se map
Fishes..
#4205 posted by glassman on 2004/05/06 17:44:11
do that too. In gmsp3 if you provoke but don't kill the fish in the moat near the beginning sometimes they'll appear popping in & out of pillars later on inside the castle on the same horizontal level.
Heh
#4206 posted by R.P.G. on 2004/05/06 17:54:53
Swim, swim, hungry! ...Stupid fish.
RPG Is Funneh
:o
...and those damn stupid fish...
Hmm
#4208 posted by nonentity on 2004/05/06 23:30:30
It's not that I don't care about the X800/6800. It's just I already know about them.
Fat Controler
#4209 posted by HeadThump on 2004/05/07 20:40:36
I got a few return to senders when I attempted to e-mail you this week. The address is still valid, nyet?
It's A PQ Addy, So It Should Be...
But keep an eye out: I intend putting up an an Absolutely The Last Beta tonight.
Will Do
#4211 posted by HeadThump on 2004/05/07 22:34:54
<nt>
Not That Anyone Cares But
since i got broadband, my old host deleted my webspace/account, so i put up a minimal temporary page at http://userpages.umbc.edu/~roneil2 for my few maps and things.
Hmmm FC
I tried to email fatty@planetquake.com too about beta testing, it didn't bounce but I didn't get a reply either!
Maybe you're having email issues... or maybe you just don't like me.. *sob*
I Think It's PQ At Fault
I can't log into FTP either. Times out.
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