Opened 9 years ago

Last modified 6 years ago

#20 assigned enhancement

Ladder rework

Reported by: pardner Owned by: Téquila
Priority: minor Milestone: Smokin' Guns 1.2
Component: Engine Version: 1.1b3
Keywords: Cc:

Description (last modified by Téquila)

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://forum.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.

Change History (2)

comment:1 Changed 6 years ago by Téquila

Description: modified (diff)

comment:2 Changed 6 years ago by Téquila

Milestone: Smokin' Guns Next GenerationSmokin' Guns 1.2
Owner: set to Téquila
Status: newassigned

After the GtkRadiant? fork and the q3map2 mods check, I'm pretty sure the q3map2 mods are related to this.

I need to review q3map2 and the engine at the same time to check what's possible...

I guess this work should come with next release and not later.

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