Opened 15 years ago
Last modified 12 years ago
#20 assigned enhancement
Ladder rework
Reported by: | pardner | Owned by: | tequila |
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Priority: | minor | Milestone: | Smokin' Guns 1.2 |
Component: | Engine | Version: | 1.1b3 |
Keywords: | Cc: |
Description (last modified by )
Currently, SG uses a ".tex" file which allows for the ladders to work. I thought this to be kinda silly in the past as other entites do not need a ".tex" file.
The current system works without errors, but could be improved. The "surfaceparm ladder" set to the "common/ladder" shader will be read from the tex file... Btw, this flag is read thanks to a trace call... This maybe why the engine is doing so much "trace" calls: just check if you are near a surface with specific flags. This maybe the way to fix that trace overhead. (taken from the forum discussion: http://forum.smokin-guns.org/viewtopic.php?p=16394 )
From a mappers standpoint, this might be better implemented using a "trigger_multiple" pointed to a "target_ladder". This would be similar to the way jump pads were implemented in Q3.
This would require all maps to be edited and recompiled: this would be better for a future "full" release.
Change History (2)
comment:1 Changed 12 years ago by
Description: | modified (diff) |
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comment:2 Changed 12 years ago by
Milestone: | Smokin' Guns Next Generation → Smokin' Guns 1.2 |
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Owner: | set to tequila |
Status: | new → assigned |
After the GtkRadiant? fork and the q3map2 mods check, I'm pretty sure the q3map2 mods are related to this.
I need to review q3map2 and the engine at the same time to check what's possible...
I guess this work should come with next release and not later.