Although to be honest, I wouldn't call Twisted Terminal's level design particularly complicated from a bird's eye view; it's very boxy.I'm pretty sure this bug has always existed; it's just more likely to come up with the more complicated level architecture.
Does CB use it's own remade OpenGL engine?
If SSNTails is correct about triangulation errors, then it could be that Kalaron cared a lot more about OpenGL than we thought.
Well, SRB2CB runs way faster on my laptop, and even when using multiple high poly models, but OpenGL on normal SRB2 is very laggy on my laptop, even without MD2 models on.
Kalaron said:Improved OpenGL renderer - OpenGL mode has finally been FIXED and improved!
- OpenGL mode is capable of displaying nearly all level effects with little to no visual errors
- Extreme optimizations, you can look in all directions with no disappearing objects and the framerate got a 150% boost compared to SRB2's default OpenGL renderer
- Much richer colormap effects
- Coronas are back and they also got a major speed boost!
- New sprite shadows that stay in one direction (enabled using shadows 1 in the console)