has no time.
This. Been crunching at work for a while (staying past midnight some nights).
Should not be making changes to the game engine to compensate poorly made maps.
What about keeping old bugs that are detrimental to potential future map designs purely to compensate poorly made maps?
I might be wrong here.. but all mappers would have to do is add a few feet to the top of their walls and give it the same texture as the sky.
This would give the sky some depth, instead of just being a thin ceiling with a texture.
This > skygliding.
Better, sure, but you'd still be able to reach all of the areas you could with sky gliding, which seems to be the biggest complaint (new shortcuts). You'd be gaining a bunch of height, too, which would make you an even harder target. Also, who is going to update the maps, and who is going to get the server admins to replace them?
any news on the linux client ?
Probably won't happen 'til the new year. Sorry.
Seems pretty dumb.
What's "sad" about being able to reach a point you would have been able to if you didn't hit your head on an invisible ceiling?
my point is that the extra speed gained from the ramp is now propelling you higher causing you to hit your head on the wall by the gap, and the high back door area in pp1.
i made a demo to show you
Are you clipping the steeper part of the ramp or something? I'm not seeing this issue (demo attached). If you're holding the jump key down, the physics should behave exactly like the old physics on slopes, so you're not going to get extra speed gained on ramps (though you will from the jump).
What I don't get is how a new person is supposed to know that he/she needs to hold down +moveup while on any ramp.
How are they supposed to know that turning at just the right angular velocity proportional to their current transitional velocity is going to make them accelerate while in the air? With all of the weird nuances in the movement physics, holding jump to skip and slide up hills seems intuitive. Having an intro tutorial map for first time players would certainly help.
Ice - to 2 - I couldn't get even once.
I actually find the high BD ramp easier when jumping (demo attached).
yeah go ahead ruin the game more !! first ruin sounds now ruin the jumpin what next ?
If you have specific feedback about the sounds, post it here so I can improve them:
http://dplogin.com/forums/index.php?topic=16120.0Saying they're "ruined" is just useless complaining and doesn't help anything.
Have you tried playing with the physics tweaks? A lot of bugs/inconsistencies are fixed. If you have specific issues, post a demo.
it's like adding a boost for noobs who can't get air, like adding 2 extra back wheels on a bike to keep balance.
More like tightening the nuts and bolts so the bike doesn't fall apart when you hit certain speeds/slopes. I haven't added any boosts. I've just tried to make the behavior more consistent. As a result, you can more consistently double/triple+ jump, but the jumps themselves don't go any faster.
I think that it would be better if the players would always skip down on slopes (except on icy slopes).
I disagree. The slope skipping pretty much makes it impossible to have a map with realistic terrain where you need specifically timed jumps.
its more or less speeding up and over ramps. you gain so much more height and speed. i find myself hitting my head on the maps.
Could you post a demo of where you're gaining more speed on ramps?
I kind of like this one but it deffinitley is something you couldn't do before.
Water double jump... interesting. Does it happen in all maps, or just where the water meets up flat with the edge? I might have to do something to disable jumping while you're water jumping.
Good example of new physics having a noticeable effect.
Insane speed boost on 2fort5. Easy to reproduce. Demo attached.
zzz.....hibernation...zzzz
Interesting find. That looks like a legitimate bug. Seems you're boosting off of the angled ceiling for some reason. Does this happen on any other maps? Looks like you need a specific combination of slope angle and ceiling height.