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Moderator: Pardner

Bad Spawn in Dry Gulch

Postby DeUgli » Sat Jan 31, 2009 6:46 am

[thumb=http://forum.smokin-guns.org/userpix/344_stuck_1.jpg][timg]344_stuck_1.jpg[/timg][/thumb]
I thought I'd upload this screenshot of the place we kept getting stuck at spawn during round-based teamplay tonight. I'm sure the dev team already knows about this but I didn't see anything in the forums. Red is well aware of it, since I whined loudly about it. :roll:

"Someone's always waiting" indeed.
Irgendeiner wartet immer.
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Postby ReD NeCKersoN » Sat Jan 31, 2009 7:19 am

Yep. That's on the "to do" list for the next patch.
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Postby Breli » Sat Jan 31, 2009 9:48 am

Thanks for posting this. Bad placed spawnpoints are really annoying. I managed to set a few spawnpoints directly into botclips since I turned them off for visibility reasons.

Ah ... We need to write a Radiant plugin that checks whether entities are placed inside other brushes ...
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Postby Pardner » Sat Jan 31, 2009 4:58 pm

Breli wrote:Ah ... We need to write a Radiant plugin that checks whether entities are placed inside other brushes ...

That would be really really useful!! Probably would cause radiant crash along with all our unsaved work!! lol
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Postby /dev/random » Sat Jan 31, 2009 9:35 pm

Maybe it would be easier to do in the code, i.e. check wether a spawnpoint is inside a solid brush and if so, select another one.
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Postby Pardner » Sat Jan 31, 2009 9:48 pm

Well, placing bad spawn points is the mappers fault. If a spawn point is unusable the map should be recompiled. If we could have a Radiant plug-in that checked if the spawn points are inside another brush it should solve it.
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