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Rapporter et problem med oversettelse
#2 with the extreme jump in zed time you can pass the level bounds and fall to death
The premature clipping of certain geometry is an issue with UE3, although the shader I have on the 2D planes that cause them to always be facing the player isn’t helping the situation either.
And about leaving the play area during Zed time.
I’m just going to build a giant box of collision around the playable areas of the map to prevent the player from ever leaving it.
Fixed.
In the higher gravity zone (with the dark floor), I also tend to "slide" a little across the floor. It's a very subtle effect, as if I'm walking on ice.
https://steamproxy.net/sharedfiles/filedetails/?id=1408110050
This may have been a "one off" anomaly, if it shows up again please repost the bug report with any additional information.
Eg. game mode, installed mods or mutators, SP or MP, if MP total player count
As an additional note in order to be teleported the player must approach the center of the frame to be successfully teleported as the teleporter actor radius is quite a bit smaller that the size of the frame.
The high tris count panels that make up the bulk of the level don’t help anything either.
If you want to try and tackle performance issues listed above you have my permission to do so, just make sure that the new workshop submission provides credit & links back to the original.
I may at some point go in and fix the issues myself, but I wouldn’t expect that to happen any time soon.