Opened 15 years ago
Last modified 12 years ago
#20 assigned enhancement
Ladder rework — at Initial Version
Reported by: | pardner | Owned by: | |
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Priority: | minor | Milestone: | Smokin' Guns 1.2 |
Component: | Engine | Version: | 1.1b3 |
Keywords: | Cc: |
Description
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://www.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.