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Don't clip / unclip stairs in Q4 maps!
Posted: Wed Feb 22, 2006 11:21 pm
by Oeloe
For those that don't know the first big Q4 point release is out: strafejumping on stairs is fixed now, so unclip the stairs in the maps you're working on and re-release ones you've already finished when they have clipped stairs in important areas.
Edit: See post further down, it appears it hasn't been fixed yet for real. :icon13:
Posted: Wed Feb 22, 2006 11:48 pm
by Fjoggs
Oeloe: cpma game?

Posted: Thu Feb 23, 2006 1:29 am
by Oeloe
Sorry, the patch kept me busy (trying it out and updating config). :icon27:
Posted: Thu Feb 23, 2006 7:03 am
by TTK-Bandit
sorry to disapoint you, but it seems they did not fix it, they just added stairjumps.lwo files (models) for some maps..
that means its still the mappers work to fix it. stupid :icon27:
I'll have a talk with id about this, kinda hoping I can convince them to fix it code side.
Posted: Thu Feb 23, 2006 7:23 am
by Lenard
LOL
Posted: Thu Feb 23, 2006 12:07 pm
by Oeloe
Really?

That's seriously poor... :icon8:
Posted: Thu Feb 23, 2006 12:40 pm
by Hipshot
Great post.
Posted: Thu Feb 23, 2006 12:41 pm
by o'dium
What in the fuck... They added clip models...? WHAT? Why not fix it in the code, you know, like QUAKE 3 DID?
Posted: Thu Feb 23, 2006 3:28 pm
by KungFuSquirrel
The clip models were for the edge... we had them pre-release, but they got lost in revisions somewhere.
however,
no map updates are in this patch. No updated maps means no models that weren't there before. And, of course, no models that weren't there before means it works.

I re-confirmed this just now with both The Edge (the curved steps were the only unclipped ones in the game originally) and a separate test map.
You'll still see the same rampjump behavior in the game since no clip brushes have been removed... we're already updating every MP map anyway, so I'll ask around about whether or not those got pulled out or if they should be (I'd say they should, with any appropriate ramp jumps turning into ramps instead) for the final 1.1 patch.
Posted: Thu Feb 23, 2006 3:41 pm
by o'dium
Hmm... yeah it does work. Nice. Thank god for that.
I jsut noticed though that i can no longer connect to servers, it goes to a dedicated console then crashes

Posted: Thu Feb 23, 2006 10:11 pm
by Oeloe
KungFuSquirrel wrote:I'd say they should, with any appropriate ramp jumps turning into ramps instead) for the final 1.1 patch.
Thank you, for sharing my opinion.

Real stair physics on stairs would improve gameplay (moving on a ramp is totally different).
Posted: Tue Mar 07, 2006 11:45 am
by Goofos
KungFuSquirrel wrote:You'll still see the same rampjump behavior in the game since no clip brushes have been removed... we're already updating every MP map anyway, so I'll ask around about whether or not those got pulled out or if they should be (I'd say they should, with any appropriate ramp jumps turning into ramps instead) for the final 1.1 patch.
Means we can report some map bugs? :>
A discussion or poll about removing the rampclip from the stairs or not would be good. I think without ramp the stairs feel more qukeish and are faster to go up but where it makes sense for trickjumps you can place a real ramp.
Posted: Tue Mar 07, 2006 12:37 pm
by Oeloe
Goofos wrote:Means we can report some map bugs? :>
A discussion or poll about removing the rampclip from the stairs or not would be good. I think without ramp the stairs feel more qukeish and are faster to go up but where it makes sense for trickjumps you can place a real ramp.
Exactly.
Posted: Wed Mar 08, 2006 12:36 am
by KungFuSquirrel
You'll see the clips removed in all maps new and old in the final 1.1 patch.
Just browsing around I didn't see any that seemed to be important for any sort of trick jumps that weren't ramps already, but if there are any you can think of speak now and I can take a look at it.
Posted: Wed Mar 08, 2006 12:50 am
by Dr4ch
I would definitly love to see r_lightdetaillevels tweaked better in the rereleased maps

Another bug is hidden in q4dm1 because it uses info_locations instead of target_* for jumppads.
Posted: Wed Mar 08, 2006 12:17 pm
by Oeloe
There is a bug in q4dm9 (Campgrounds Redux) in the closest corner of the little platform with the two 25 hp bubbles, near the RL bridge. You can get stuck there if you try to drop down. I'm sure there must be some other map bugs in the stock maps but i can't recall any others atm. Item placement is a rather big issue as many people complained about the lack of health and armor in the maps.
Posted: Wed Mar 08, 2006 4:31 pm
by KungFuSquirrel
Dr4ch: Yeah, not sure how the info_locations got there, but they're gone now. As for light detail levels, all levels have tweaks to them (CTF maps are a little more aggressive and embarrassingly enough it seems no one ever did the DM maps). It's only the single toggle (good ol' 5) as in the SP maps, but you should see some gains.
Oeloe: Yeah, we had that one and a handful of others reported for the other released maps.
Posted: Fri Mar 10, 2006 7:32 pm
by Goofos
- No Doctors: You can stuck in most of the walllights.
- Fragging Yard: At GL, in the corner you can see the void.
- Campgrounds: I often hang on the wall from jumppad to RG where the pipes begin
- Lost Fleet: Some Visportals dont work by the Shaft. A better playerclip on the round wall with green health would be nice.

Hrmz, next time i use Babelfish!