I have noticed several problems in the AD map Tears of the False God in Ironwail: I get stuck on some ramps, summoned knights and death knights are blocked behind the erected barrier in the (fake) last arena against the Judicator and in the last secret arena some fiends are stuck in the raising pillars, blocking them until their are finally crushed, but then ruining the pace of the battle.
I think it is linked to some unimplemented CSQC extensions as I can replicate the issues in vkQuake with pr_checkextension turned off.
Seeing as ad_tears was the poster child for Ironwail's first release, I wonder if there is a way to play the map "as intended" in that engine.
Also I'm curious, what kind of extensions does AD use that would explain those bugs? I thought the physics stuff was managed by the protocol (666, 999) implementations
I think it is linked to some unimplemented CSQC extensions as I can replicate the issues in vkQuake with pr_checkextension turned off.
Seeing as ad_tears was the poster child for Ironwail's first release, I wonder if there is a way to play the map "as intended" in that engine.
Also I'm curious, what kind of extensions does AD use that would explain those bugs? I thought the physics stuff was managed by the protocol (666, 999) implementations