I can't seem to get a pair of portals working. I've got 4 teleporters on the level I'm working on (2 pairs of 2) and 2 of the teleporters can be seen at once (but they're not facing each other).
What happens is the top teleporter shows the view which should be seen from the bottom teleporter... but offset. It's very odd.
Anyone come across this problem before? I'm going to try moving the teleporters out of view of each other and hope it'll fix it.
Multiple portals within the viewing area...
Multiple portals within the viewing area...
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
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Re: Multiple portals within the viewing area...
Yep. It's an engine bug with no real workaround for it (as far as I'm aware).Foo wrote:Anyone come across this problem before?
Okie thanks.
Mis.. while you're here... regarding the Q3 source.. you're likely to know what's currently being 'done' with it?
I know about the src project over at icculus (although I'm very interested in a compiled build as all I can see are source packages...) but aside from that project everything seems very quiet. At least from the perspective of a player.
Mis.. while you're here... regarding the Q3 source.. you're likely to know what's currently being 'done' with it?
I know about the src project over at icculus (although I'm very interested in a compiled build as all I can see are source packages...) but aside from that project everything seems very quiet. At least from the perspective of a player.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
-
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
There's not that much going on, I'm afraid. A few (minor) mods are considering going standalone, a handful of people are working on their own (mostly SP) projects, and that's about it.
Regarding icculus.org: I'd put up compiled binaries for you but, since I'm a Linux-only user, that's rather difficult (cross-compiling to Windows is a major pain). Maybe AnthonyJ or corncobman would be so kind to release a binary every once in a while?
Regarding icculus.org: I'd put up compiled binaries for you but, since I'm a Linux-only user, that's rather difficult (cross-compiling to Windows is a major pain). Maybe AnthonyJ or corncobman would be so kind to release a binary every once in a while?
I'm sad to say, well atleast I think, that Q3 never will spawn as many engine mods as Q1 did, I'm most sure of it.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Yea more than Q2, but not Q1. I think, that the better and more advanced the core engine is, the less people feels like changing it and adding things. Just adding colored light and cube mapped skies was a big step for Q1.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe