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Capsule Collision Issues #6

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zturtleman opened this issue Feb 8, 2013 · 2 comments
Open

Capsule Collision Issues #6

zturtleman opened this issue Feb 8, 2013 · 2 comments

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@zturtleman
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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

@ghost ghost assigned zturtleman Feb 8, 2013
@zturtleman
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Note: I don't think I've seen players get stuck in each other since opening this issue.

zturtleman added a commit that referenced this issue Jul 18, 2013
out seems to be unnecessarily large for one byte per pixel
@zturtleman
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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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