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This is something that's a minor issue with some maps, but the scale of certain textures and brushes is a bit off in some maps. This is a classic problem but easy to fix in most cases. Just run around a map in third person and look if the player looks like a midget. For example on Torn the individual stairs should probably be half as high, there's also the barrels which are huge. Quetoo is not a realistic game so there's no need for real world scale, but it should be "roughly" right imo.
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I agree. Most of our maps use 8u stairs now, and Torn should be updated as such. I haven't tried this already because of the light sources on the stair risers. But I'm sure there's a workable solution.
This was / is even worse in Quake2, btw. This is a big part of why I experimented with scaling our player model and bounding box up from Quake2's comically small size. Stairs are up to grunt's waist in stock Quake2 😂 The challenge, tho, is that a lot of maps have major movement issues if you increase the player size to a more realistic value in relation to 16u stairs. But you'll see in the code PM_MINS, PM_MAXS, and PM_SCALE (currently 1.f).
This is something that's a minor issue with some maps, but the scale of certain textures and brushes is a bit off in some maps. This is a classic problem but easy to fix in most cases. Just run around a map in third person and look if the player looks like a midget. For example on Torn the individual stairs should probably be half as high, there's also the barrels which are huge. Quetoo is not a realistic game so there's no need for real world scale, but it should be "roughly" right imo.
The text was updated successfully, but these errors were encountered: