Onos With Noclip-headache. Whats Wrong?

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">If room height =128</div> If a room is 128 units high (a platform which border is 128 higher works, too)
and you are Onos
you can walk beneath fine, but if you jump you see out of the wall like having noclip.

I use batch compiler and added hullfile in csg.
I read hullfile is needed in every compile but adding the additional parameter in all compile steps causes compile errors.

so whats wrong?

Comments

  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Have you tried seeing what happens when you go into a bigger room, then back into the 128 tall room? It sounds like the same thing that happens to me when I evolve to a fade inside of a vent.

    A bit more "breathing room" may be needed for the onos.
  • predatory_kangaroopredatory_kangaroo Join Date: 2003-01-12 Member: 12225Members
    I've had this error a couple of times as a fade in a vent, and i reckon i know what's causing the problem. This is also a minor bug with some buildings and shen players are standing as close to each other as possible. Because the model sizes aren't co-inciding with the sizes of the collision boxes, it can cause some unwanted visual effects. The problem with the veiwpoint going out of the vent is branching from the same problem. The viewpoint of the creatures isn't inside the collision box, which causes the no-clip problem. Unfortunately i can't suggest what to do to fix this, because i can't remember what pev->variable holds the relative position of the viewpoint.
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