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had a map that had a leaky areaportal but there was no warning during the readout about the areaportal. . was easy to see in vis tho, just after the map was compiled i found it; i look for those warnings.
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saw this before in a build, stopped then it worked again. had a map that would snap the player in/out of the ether (i really have no way to explain this) while they were inside areaportals. ents don’t exist but they do exist, its strange, but i know you know what i mean. it went away with a build, but now its back and seems to be in force.
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this is one i just offer up for the normal ‘well wtf is this’ guesswork. scenario: the q3 bots won’t leave a room, a 512x512 box leading to other boxes and a simple square archway. no solid going on with testclusters, etc., no errors, nothing weird. add a clusterportal to the archway leading from the room, they still won’t leave. oh they will shoot through it fine, they can -see- outside of it but that’s about it. now on a whim and by guessing on what’s going on and still being ignorant, i add an areaportal and they leave fine.
ok, working with the theory that clusterportals don’t work anymore or portals have totally and completely changed, i add areaportals to other parts around another map where clusterportals are and have known to work. yea visual hell, but the bots act completely different, use alternate routes, etc. i thought areaportals and clusterportals were the same with the bspc.
so, after messing around, i bsp/vis’d using old q3map and the bots acted fine with the clusterportals in these maps, and the areaportals don’t snap a player in/out. so what’s changed, what must be changed to make sure these things don’t happen? in some maps getting rid of the areaportals alltogether -had- to be done because of the ents snapping in and out, but other maps it seems as tho areaportals change the way the bots act completely.
/me scratches head for a bit