Fixed Slime doesn't appear to obey gravity after landing

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Prime 2.0

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So, I'm fighting the eggslimer on some desert level with quicksand. Blows are exchanged, eggman dies, the quicksand receeds into the ground below, and the slime doesn't.
floatslime.png
 
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Looks like a more spread out version of an Ingstorm from Metriod Prime 2 to me.
 
On an unrelated note, the rest of that screenshot looks awesome. What is that level?
 
Grenade Rings and Flame Trails have the same issue; place them on a moving FOF, and watch as they just hover in mid-air. Might occur with collapsing FOFs too, I don't know.
 
I have partially fixed the problem. I have fixed it for solid floors and ceilings, but fixing it for fake floors is a more difficult task. The problem is, if there were object thinkers for these buggy objects, SRB2 would be an absolute slideshow, so no other way to make sure these objects were handled properly was made at all. From now, that is no longer the case. I just need to get this to work for FOFs as well.
 
Yep, same reason flame trails and rings don't listen to gravity. It would eat a lot of CPU otherwise.
 
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