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 Post subject: a few .49 bugs
PostPosted: Sat Sep 30, 2006 4:48 am 
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Master
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Location: Parts Unknown
railhouse- ppl flicker in west tunnel and no X when bomb is planted
Snow - Get stuck when opening door behind specop spawn , and some ppl load in messed up spawn point in specop spawn.
Only ones so far. BTY Maps look sick, freeclimb isn't what I expected which is good thing, and Gun sounds are awesome.

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 Post subject:
PostPosted: Sat Sep 30, 2006 2:05 pm 
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When you get flash-banged you can still hear the background map sounds.

AA still doesn't work perfectly but it works allot better.


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PostPosted: Sat Sep 30, 2006 3:38 pm 
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Minor glitches... Until we receive word from TT regarding these glitches all we can do is ignore them for now.

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 Post subject:
PostPosted: Sun Oct 15, 2006 6:05 am 
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i dont believe getting stuck on an open door is a minor glitch and should be ignored, especially if your the last person alive on specops and the bomb is planted....for scrims this is just not acceptable.

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PostPosted: Sun Oct 15, 2006 3:33 pm 
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Its a hitbox issue, which is why newer game engines use different methods of collision detection instead of using hitboxes on environments.

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PostPosted: Sun Oct 15, 2006 4:45 pm 
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hitbox issue, bug, glitch, poor map making ... doesnt really matter what you call it....snow is a horrible map full of glitches....and never should have been released....however it was, and its listed as official so therefore, its a map for scrims....and needs to be fixed asap :!:

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 Post subject:
PostPosted: Sun Oct 15, 2006 4:48 pm 
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They should but it seems that they are already working on 050. The only thing I hate about snow is the fact that specops can spawn stuck into the heater.

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 Post subject:
PostPosted: Sun Oct 15, 2006 4:51 pm 
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well that one is easy to get out of...push w and shift same time and ur released....however NOTHING releases u from being stuck on doors....

except

/kill

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PostPosted: Sun Oct 15, 2006 5:11 pm 
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Its been there since Quake3, and if anyone here hasnt noticed, Quake3 doesnt have tight corridors with narrow doors for skinny people. All quake3 maps are wide, open, big enough to fit the mig momma who last saw 90210 on a bathroom scale. Let us just say that the Quake engine series was never designed to be a corridor shooter in the first place, QuakeII could be an exception but I dont recall tight corridoors there either.

The engine that would be perfect for a corridoor shooter would be Doom3, but as we all know it isnt free.

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 Post subject:
PostPosted: Mon Oct 16, 2006 3:17 pm 
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well then its poor map design isnt it, if this has been around that long

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 Post subject:
PostPosted: Mon Oct 16, 2006 8:02 pm 
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well things like were not suppose to happen but since TCE and WET strive for realism the doors have to look real to, but in the case of WET, I havent seen them use really tight doors and corners. So it is basicaly an engine limitation and the fact that TCE needs realisticly tight narrow doors.

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