> So that did fix the issue? That was easy, then. Just wondering about > > const vector3<s_int32> max (min.x() + placeable::length() - 1, > min.y() + placeable::width() - 1, z() - 1);
> Shouldn't that be -2 since we added +1 to min in the previous line? Yes, of course. I got a little too automatic with those +/- 1. I also set the threshold value for friction (replacing veryCloseDistance in moving::execute_move when deciding whether to recourse) as you said and now the character stopped sliding down the stairs. At least those on the wastesedge map, can't say it will always work. If the stairs were steeper, then probably not. Per surface friction might be better, but setting the value too high makes the stairs impossible to climb by walking. I'll think about it. There's just one more problem I could find on that map. Sometimes when you jump up on a surface where you could slide down (well, not anymore), like the stairs or the in front of the inn you land on some invisible, horizontal surface that seems to be on the same level as the sliding surfaces top point. I can't quite figure out what it is, because setting DEBUG_COLLISION does nothing for me and terrain names are not set. _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org https://lists.nongnu.org/mailman/listinfo/adonthell-devel