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Capsule collision is mostly working in Spearmint (set g_playerCapsule 1 before players spawn). However, there are still some issues.
Players can get stuck in each other sometimes. Happens on q3ctf1 jumppads a lot.
Players landing on players often don't get groundEntityNum set. Due to the sphered bottom and top?
Running into a crouching player makes runner move up. Trying to step up on the player?
There may be other issues. I wonder if just using a vertical cylinder would fix some or all of the issues.
Comments on old issue tracker: https://code.google.com/p/ioq3ztm/issues/detail?id=46
The text was updated successfully, but these errors were encountered:
Note: I don't think I've seen players get stuck in each other since opening this issue.
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Merge pull request #6 from morturp/patch-2
3cd8b49
out seems to be unnecessarily large for one byte per pixel
Bots still often get stuck in each other on jumppads in q3ctf1. Add 60 bots and wait.
I've made capsules opt-in for now, set g_playerCapsule to 1 before players spawn to use capsule collision.
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Capsule collision is mostly working in Spearmint (set g_playerCapsule 1 before players spawn). However, there are still some issues.
Players can get stuck in each other sometimes. Happens on q3ctf1 jumppads a lot.
Players landing on players often don't get groundEntityNum set. Due to the sphered bottom and top?
Running into a crouching player makes runner move up. Trying to step up on the player?
There may be other issues. I wonder if just using a vertical cylinder would fix some or all of the issues.
Comments on old issue tracker: https://code.google.com/p/ioq3ztm/issues/detail?id=46
The text was updated successfully, but these errors were encountered: