"it's Not Balance, It's A Map Flaw"

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Comments

  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    well they say this on the main page:

    "Fewer "stuck" issues with Onos and blink"

    fewer is nice, but eliminating them altogether will probably be impossible
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited March 2003
    <!--QuoteBegin--Madjai+Mar 27 2003, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Madjai @ Mar 27 2003, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well they say this on the main page:

    "Fewer "stuck" issues with Onos and blink"

    fewer is nice, but eliminating them altogether will probably be impossible <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    As I understand it, the issue with blink and Onos is the hitbox intersecting with the hull on a wall...the 'unstuck' tool that XP-Cagey made roots out 'sticky corners' that happen because of a bug in the way some corners are treated by the maps when creating the clip hull and then regenerates the hull based on a new 'algorithm' (err, method...whatever). You know, the corners you get stuck in as a skulk when wallclimbing or some of the ones (noticeably in ns_hera) when you fall into a crevice and can't walk or jump.
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