Gehn.23 Live!
Moderator: Gehn Shard
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- Councilor of Technical Direction
- Posts: 2180
- Joined: Fri Nov 16, 2007 9:45 pm
- MOULa KI#: 23335
- Location: South Georgia
- Contact:
Re: Gehn.23 Live!
I don't think I actually knew about those keyboard shortcuts, which is why they don't work.

Re: Gehn.23 Live!
If you could implement them in a future update, it would be greatly appreciated!
You can test them on MOULa, you'll see how nice they are, they simplify the whole process.
You can test them on MOULa, you'll see how nice they are, they simplify the whole process.
Annabelle 

-
- Councilor of Technical Direction
- Posts: 2180
- Joined: Fri Nov 16, 2007 9:45 pm
- MOULa KI#: 23335
- Location: South Georgia
- Contact:
-
- Councilor of Technical Direction
- Posts: 2180
- Joined: Fri Nov 16, 2007 9:45 pm
- MOULa KI#: 23335
- Location: South Georgia
- Contact:
Re: Gehn.23 Live!
A hotfix has been unleashed
- Fix marker quest keyboard shortcuts
- Fix quest marker deletion not going back to marker overview
- Cohort exemplars

Re: Gehn.23 Live!
Has anyone noticed that when you are walking up the stairs in the Great Zero, right after the rotating machine on the first set of stairs, on the last few steps (4-7) it seems like the avatar sticks when running or walking? If you jump up them it is fine. I never noticed this before.
Re: Gehn.23 Live!
Hi, Jeffrey, sorry no-one has replied. Yes, I get the same sticking point - it's been there for a while. There used to be a lot more sticking points around the Gehn shard so I've learned to live with those that remain, like this one, and simply jump when I get stuck. But when we're all doing calibration runs, this particular one is all the more apparent. 


Re: Gehn.23 Live!
Oh ok cool thanks for the reply. Do you know what is causing it?
Re: Gehn.23 Live!
A couple of things interacting. I can't find the spot you're having trouble with, or else I'd post a screenshot.Jeffrey wrote:Oh ok cool thanks for the reply. Do you know what is causing it?
Generally speaking, the issue is that the physical ramps the game uses for stairs aren't built very well in some places (some even have gaps or huge steps). Many of these were exposed when we fixed bugs in the physics simulation, but we don't have a license (or the source files for the Ages) to fix the bad geometry. It's a trade-off.
Re: Gehn.23 Live!
AV's should be able to walk over obstacles up to about four inches high, and fixing the ramp or bridging gaps could be as easy adding a small piece of proxy terrain over the offending graphicsDeledrius wrote: Generally speaking, the issue is that the physical ramps the game uses for stairs aren't built very well in some places (some even have gaps or huge steps). Many of these were exposed when we fixed bugs in the physics simulation, but we don't have a license (or the source files for the Ages) to fix the bad geometry. It's a trade-off.

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