Hmmm
#1793 posted by Kinn on 2016/01/06 13:56:04
just checked - slope in only one axis will do it.
Hmmm..maybe it's only in unsealed maps?
Leave it with me, when I get a second I'll make a test map to demo it.
Nope
#1794 posted by mh on 2016/01/06 14:53:14
I've seen it in id1 maps too. Or maybe there's two problems here and the one I've seen in id1 maps is trigger_monsterjump...
A Test Map
#1795 posted by mh on 2016/01/06 14:54:23
Would be cool by the way. It would be possible to trace through the physics code, selectively disabling sections of it, and home in on exactly what's causing it that way.
Ok
#1796 posted by Kinn on 2016/01/06 16:06:22
it's obviously more complicated than I thought. I made a simple test map with a number of different slopes and noclip worked fine all the time.
I have no idea what's going on now. If I ever find a way of reproducing it in a test map i'll let you know.
^ Moved To Drunk Thread
#1797 posted by adib on 2016/01/06 16:32:42
#1798 posted by Lunaran on 2016/01/06 21:17:27
theory: do you press space to strafe up, realize that doesn't work, then press x instead? I do that a lot when noclipping, and that might be setting a stale jumpflag on the player that doesn't evaluate until you're near a surface.
I Have Had Similar Troubles
and I think Lunaran is on the right track. I could always remedy the problem by mashing buttons until the player stopped moving again.
#1800 posted by metlslime on 2016/01/06 22:54:11
i think the only time i have seen this it was from hitting a waterplane at the same times as a ~16 unit lip above the water. I think it was triggering the "jump out of water" code that lets you get up onto the shoreline.
#1801 posted by metlslime on 2016/01/06 22:54:29
which implies that the quakec is responsible rather than the engine.
Aha!
#1802 posted by Kinn on 2016/01/06 23:00:14
Ok, get into waist high water. Go into noclip and fly around. when you hit geometry that would trigger the get-out-of-water-jump, you go on a space adventure!
Thanks metl.
I have so much waist high water in this map, that's why it seemed like it was happening all the time for me.
Aha
#1803 posted by mfx on 2016/01/06 23:14:34
i know some of these words. I had similar troubles during testing, a mystic force pushes you up when noclipping. But this also occured for me in maps with yery little water(RRP).
Aho
#1804 posted by ijed on 2016/01/07 00:55:53
Nothing more.
Quakespasm 0.91.0 Released
#1805 posted by szo on 2016/01/18 07:50:03
Enjoyable Changes
Raised limits:
Default max_edicts 8192 (was 2048) and no longer saved to config.cfg.
Default heapsize 256 MB (was 64 MB).
Default zone 4 MB (was 384 KB).
Raised MAX_SFX to 1024 (was 512).
#1807 posted by necros on 2016/01/18 14:22:51
default zone is nice. it's a mostly unknown setting, and most people don't notice it like they would -heapsize, but it causes crashes if not set high enough. thanks for that!
#1808 posted by JneeraZ on 2016/01/18 14:28:09
Someone should add a "-singleplayer" command line or something that just jacks everything to the max. I'm not networking, I don't care ... I just want to play this level without crashing. :)
@JneeraZ
#1809 posted by mh on 2016/01/18 17:14:49
That's not actually necessary: the engine should be able to detect when a single player game is being played (if (sv.active && !dedicated && svs.maxclients == 1) or something similar, and automatically tune itself.
#1810 posted by Kinn on 2016/01/18 17:20:33
Anything that means people have to write less crud in configs and command line arguments is a positive step.
#1811 posted by JneeraZ on 2016/01/18 17:33:44
mh - That would be awesome.
@JneeraZ
#1812 posted by Baker on 2016/01/18 18:14:10
None of those new defaults has anything directly to do with networking or single player, by the way.
max_edicts was a cvar in FitzQuake dating back to at least 0.80 because in earlier times some people would use GLQuake or another custom engine (there used to be tons of them) and GLQuake had a max_edicts limit of 640.
FitzQuake allowed you to set max_edicts from 2048 to 640 to make sure things worked in standard Quake without using a different engine so a mapper could ensure wide compatibility.
Site Blocked
#1813 posted by Tamarisk on 2016/01/18 19:02:10
Just as an FYI, I recently installed uBlock Origin as I finally got sick and tired of the increasing amount of ads online and mainly because the latest version of Chrome had a terrible freezing problem. One of the filter lists this plugin uses blocks Sourceforge. It can be disabled, but just thought I would let you guys know. Maybe switch hosting of the site to Github Pages?
http://imgur.com/Ta2CH65
#1814 posted by Baker on 2016/01/18 19:10:39
So you have an adblock plug-in that blocks SourceForge ...
And your idea is that to accommodate your adblock plug-in, that the Quakespasm guys should uproot all of their machinery and tools from SourceForge to GitHub because of your plug-in?
Is this a correct way to understand what you are suggesting to the Quakespasm guys?
Lmao
#1815 posted by Kinn on 2016/01/18 19:18:33
I use uBlock Origin too. Just click "Temporarily" olol
#1816 posted by Baker on 2016/01/18 19:21:47
I use FireFox + AdBlock Plus and Quakespasm's SourceForge page works just fine. That's all I'm saying!
@Baker
#1817 posted by Tamarisk on 2016/01/18 19:42:16
Not telling anyone to move anything. Just letting them know. Sourceforge has bigger problems anyway.
I'm a savvy user so yes I unblocked it. I was just posting an FYI.
http://www.infoworld.com/article/2929732/open-source-software/sourceforge-commits-reputational-suicide.html
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