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Just WTF - Player sliding after stopping

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  • replied
    Originally posted by NickG View Post
    it is from the logs...
    Honestly, it isnt showing up in my log on rebuild :/

    nvm, map is rebuilt and works fine tho.

    Leave a comment:


  • replied
    Originally posted by Cr4zy View Post
    Hmmm?

    Where you getting that from?
    it is from the logs...

    Leave a comment:


  • replied
    ****, BSP are so a pain in the *** sometimes !

    Sorry to read you couldn't fix it

    I to, was working on my Citius map & I just made some stairs on 1 side, without any issues. I did the exact same thing on the other opposite side & for an unknown reason, I'm blocked when I use the stairs !!??

    I had to close the editor, remade the exact same thing & now it's working flawlessly !

    How annoying **** it, grrrrrr !

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  • replied
    Originally posted by Hayrack View Post
    Insta-crash...
    O_o

    Anyway. Remade the whole map, now bugless

    [shot]http://img89.imageshack.us/img89/6151/trimz.jpg[/shot]

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  • replied
    Insta-crash...

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  • replied
    Originally posted by NickG View Post
    you have some bad bsp...
    "Infinitesimal polygon 2"
    Hmmm?

    Where you getting that from?

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  • replied
    you have some bad bsp...
    "Infinitesimal polygon 2"

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  • replied
    Originally posted by Odedge View Post
    Odd... I suspect Nargles!
    I was told it's the Unreal Engine Goblin, actually.

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  • replied
    Originally posted by Cr4zy View Post
    So it would seem the onyl way to fix it is by starting a new level completely. If I copy ANYTHING from the bugged one in, it breaks this file too.
    Odd... I suspect Nargles!

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  • replied
    Certainly wasn't anything to do with the mouse. It seems to be non-existent in the remake however. So it would seem the onyl way to fix it is by starting a new level completely. If I copy ANYTHING from the bugged one in, it breaks this file too.

    Leave a comment:


  • replied
    Originally posted by Cr4zy View Post
    It seems to be FPS dependant <200FPS and it appears people dont have the problem. But those that do have over 200 FPS.
    I have had issue with older games running at really high FPS, like there was some sort of lag going on in the mouse.

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  • replied
    Originally posted by stevelois View Post
    Well, it's very odd indeed ?

    I fool around alone ingame, no issues.

    I add 10 adept bots, again, no issues.

    I try to play withing the editor but the editor crashed so I couldn't.

    When you duplicate the map in a new file, did you also select all AI (playerstart, pathnodes, lift actors, etc) ?

    I don't see nothing wrong in my case ?

    You have a very nice layout in this release BTW, very nice jumpad. In fact it's the kind of emitter I had in mind for my Amyrade map
    I just copied the BSP no paths, volumes or anything, and it was all on default materials.
    As for my jumppad emitter, that was just a temp. Most likley going to end up remaking it to something a bit more awesome.

    Originally posted by NØØb_Zaibot View Post
    really weird, i don´t have any problem :l
    It seems to be FPS dependant <200FPS and it appears people dont have the problem. But those that do have over 200 FPS.

    Ill fix it one way or another tho.

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  • replied
    really weird, i don´t have any problem :l

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  • replied
    Well, it's very odd indeed ?

    I fool around alone ingame, no issues.

    I add 10 adept bots, again, no issues.

    I try to play withing the editor but the editor crashed so I couldn't.

    When you duplicate the map in a new file, did you also select all AI (playerstart, pathnodes, lift actors, etc) ?

    I don't see nothing wrong in my case ?

    You have a very nice layout in this release BTW, very nice jumpad. In fact it's the kind of emitter I had in mind for my Amyrade map

    Leave a comment:


  • replied
    It's happening to atleast 3 people. Enough to be an issue that needs fixing.

    The map is alpha it's not even fully trimmed, there are no physic volumes, just bsp, meshes and blockings.

    And world properties aren't affecting it as for some odd reason even porting the BSP into another map has the same problem.

    Leave a comment:

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