Changes between Initial Version and Version 1 of Ticket #20
- Timestamp:
- Jan 12, 2013, 11:36:24 PM (12 years ago)
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Ticket #20 – Description
initial v1 1 1 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. 2 2 3 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:// www.smokin-guns.org/viewtopic.php?p=16394] )3 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] ) 4 4 5 5 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.