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Angled walls (read: that don't follow the lines of the 3d world grid) will sometimes trigger collisions and nullify movement, sometimes for a short moment, sometimes for longer. Supposedly caused by floating point approximation. No fall damage is applied, no matter how high the jump was. Forcing ::GetTickInterval() to return 0.0001 raises the randomness factor to practically one, and might even allow for wallbugs on straight walls (not sure).
Thanks
The text was updated successfully, but these errors were encountered:
ldesgoui
changed the title
[TF2] Sticking to an angled wall will randomly trigger a collision and nullify movement (a.k.a. wallbug / wall bug)
[TF2 6v6] Sticking to an angled wall will randomly trigger a collision and nullify movement (a.k.a. wallbug / wall bug)
Jan 2, 2018
On cp_process_final, executing the following while spawned will demonstrate the bug: setpos -2383.813477 -2048.186035 1500;setang 72.808372 -138.386215 0.000000; +forward
ldesgoui
changed the title
[TF2 6v6] Sticking to an angled wall will randomly trigger a collision and nullify movement (a.k.a. wallbug / wall bug)
[TF2] Sticking to an angled wall will randomly trigger a collision and nullify movement (a.k.a. wallbug / wall bug)
Jan 5, 2018
Hello,
Angled walls (read: that don't follow the lines of the 3d world grid) will sometimes trigger collisions and nullify movement, sometimes for a short moment, sometimes for longer. Supposedly caused by floating point approximation. No fall damage is applied, no matter how high the jump was. Forcing ::GetTickInterval() to return 0.0001 raises the randomness factor to practically one, and might even allow for wallbugs on straight walls (not sure).
Thanks
The text was updated successfully, but these errors were encountered: