Hell, I still need to make 400 more rooms to finish the TC ;--;
Also, how big is it going to be? I had to shrink one of my maps as it started behaving strangely in the outer areas. Apparently this is normal.
Spooky's Jump Scare Mansion TC.
Yeah, this map was a mess because it reached the old map size limits long time ago and everything was just broken.
But still I see some glitches here and there (missing bsp) where if I reload the map it doesn't happen again.
For now I'm only afraid of acs limits since I reached the global vars limits some time ago, I hope there're no 3D models or other weird stuff limits
It still has one issue, however: when there are multiple triangles intersected, it doesn't correctly choose the right one to process first just yet. (i.e. when you are standing on the bridge border, there is top side, left side, and right side: top side pushes you up, away from left and right, so you will intersect neither after the top one is processed... but how to detect that top should be processed first?)
That is, corner cases are REALLY only corners now
dpJudas wrote:Hey ZZXYZ, if I get you bone models, are you implementing the ragdoll then?
Maybe. But I'd rather not, even box-mesh collision isn't that easy, let alone skeleton-mesh...
(btw: updated pk3, now it never ever noclips, but sometimes gets stuck... hopefully I either fix that or declare it unfixable and just use simplier collision meshes )
Now the only things left to implement are cases when player is blocked by both floor and model, for example, and MaxStepHeight
Oh. And hitscans that would check for models and either spawn wall puffs against that model or fire hitscan normally if nothing blocking was found.