The Red Pill
Moderator: InsideQC Admins
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not really public though so I don't want a news post or anything and will take down the link tomorrow... but I released a alpha test thing for people to try and give feedback
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Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
It must've literally never ever caught my eye then, as I check the forums at least 4 times a day. Maybe my cookie for read threads got messed up and I didn't notice this one had had activity - it has happened plenty before...
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
I tried it. I got to wall run sometimes, but it was too hard, so I just ran for couple seconds and then fall down. Couple times I was able to start hanging in the wall as long as I pressed the use button, when there was nowhere to go.
I think it needs to be more foolproof.
I think it needs to be more foolproof.
zbang!
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jim - Posts: 599
- Joined: Fri Aug 05, 2005 2:35 pm
- Location: In The Sun
..I just got a PSP a few days ago and after hacking it I gotten obsessed with running SNES, MAME, DOOM, and QUAKE on it... So I didn't see the original link you had posted...
..Sweet.. I'll give it a go...
..Some time later and this is what I have to say:
..1st thing... yay, fun... I played a lot on e4m1... Its dirt easy to do, but to really enjoy (&make it easier) wall walking you need to be in 3rd person view ala "chase_active 1" & "chase_back 96". In 1st person view you feel cheated a bit because you have no true sense of walking sideways on a wall. Yes, I have never run along a wall Matrix style obviously, but to me it seems weird to be wall walking with out your view turned sideways to match which ever side of any given room you happened to start wall walking on. I found that ground pounding, wall walking as well as jumping from wall to wall is easy and fun. Its even more fun on slowmo 0.5 and mucking with gravity too on top of that...
..So besides the wall walking view in 1st person I found that I couldn't stop (didn't seem to anyway) monster fire @ all using "+USE". I know its still early in development and not even sure you have monster fire stopping coded in yet...
..In addition to those things I did find myself in a wall walking loop from time to time when I would wall walk a short passage way or room. If I just let go of the buttons I would keep running back and forth until I jumped a bunch of times or fired off an explosive...
..Thats about it from me... I only played for 30 minutes or so, but it was enjoyable. I can't wait for more work on this to be done...
Error wrote:http://www.sendspace.com/file/x6uuxq there ya go
..Sweet.. I'll give it a go...
..Some time later and this is what I have to say:
..1st thing... yay, fun... I played a lot on e4m1... Its dirt easy to do, but to really enjoy (&make it easier) wall walking you need to be in 3rd person view ala "chase_active 1" & "chase_back 96". In 1st person view you feel cheated a bit because you have no true sense of walking sideways on a wall. Yes, I have never run along a wall Matrix style obviously, but to me it seems weird to be wall walking with out your view turned sideways to match which ever side of any given room you happened to start wall walking on. I found that ground pounding, wall walking as well as jumping from wall to wall is easy and fun. Its even more fun on slowmo 0.5 and mucking with gravity too on top of that...
..So besides the wall walking view in 1st person I found that I couldn't stop (didn't seem to anyway) monster fire @ all using "+USE". I know its still early in development and not even sure you have monster fire stopping coded in yet...
..In addition to those things I did find myself in a wall walking loop from time to time when I would wall walk a short passage way or room. If I just let go of the buttons I would keep running back and forth until I jumped a bunch of times or fired off an explosive...
..Thats about it from me... I only played for 30 minutes or so, but it was enjoyable. I can't wait for more work on this to be done...
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xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
I use chase_active 1 also with the view further back. angles are a bit strange and don't think I can make the player's view to the side for the wall running. none of the monsters weapons are stoppable yet, I know that. I tested on a LAN with my laptop just for players so far till I get the effect I want. This will be added hopefully in the next release.
I didn't want to make the player hold the +use button to wallrun, being that all the abilities in the game require it. I'm against learning 50 different buttons to play a game. You know how to play quake? Then it's easy to learn +use.
I kinda wanna make a speedrunning mode of play with this. Cause the wallrunning abilities seem to work good for getting past certain obstacles.
Anyways... I plan on releasing another version of this with many more features for the QExpo as well as my "Life of a Tarbaby" mod.
More on these in the future.
I didn't want to make the player hold the +use button to wallrun, being that all the abilities in the game require it. I'm against learning 50 different buttons to play a game. You know how to play quake? Then it's easy to learn +use.
I kinda wanna make a speedrunning mode of play with this. Cause the wallrunning abilities seem to work good for getting past certain obstacles.
Anyways... I plan on releasing another version of this with many more features for the QExpo as well as my "Life of a Tarbaby" mod.
More on these in the future.
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Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
25 posts
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