Talk:Point viewproxy: Difference between revisions
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The theory about seperating collision and view geometry makes sense because noclipping around the map in coop stuffs everything up, like making the other player invisible etc...{{unsigned|YM Industries}} | The theory about seperating collision and view geometry makes sense because noclipping around the map in coop stuffs everything up, like making the other player invisible etc...{{unsigned|YM Industries}} | ||
== Crouch? == | |||
Is it just me or does crouching not work at all during Portal 2's intro? The camera doesn't move down and I remain at the same speed [[User:Quaternary|quaternary]] 14:15, 31 August 2014 (UTC) |
Latest revision as of 07:15, 31 August 2014
The theory about seperating collision and view geometry makes sense because noclipping around the map in coop stuffs everything up, like making the other player invisible etc...—Unsigned comment added by YM Industries (talk • contribs) Always sign your posts with four tildes (~~~~)
Crouch?
Is it just me or does crouching not work at all during Portal 2's intro? The camera doesn't move down and I remain at the same speed quaternary 14:15, 31 August 2014 (UTC)