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Postby Urre » Thu Aug 28, 2008 7:30 am

Hope you add hands which do the climb motion, and so. Totally awesome for immersion. Looking real sweet mate
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Postby Wazat » Thu Aug 28, 2008 5:38 pm

What I'm working on:

For QExpo I'm doing a Dungeons and Dragons campaign based on Quake (including weapons, monsters, monster infighting, etc). It's probably an unholy combination, but it's cool to me. :D

http://qexpo.tastyspleen.net/booth.php?id=163

It's a nice break from writing code. ;)
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Postby GiffE » Sat Aug 30, 2008 1:22 pm

Urre wrote:Hope you add hands which do the climb motion, and so. Totally awesome for immersion. Looking real sweet mate

I really hope to do some hands + feet. But I'm really quite terrible at modeling and animating, so I'm going to polish the code to the best of my abilities.

Another video (First one on the page):
http://giffe-bin.net/media.php?type=2

It shows how you can use wall jumping in combination with the ledge grab/climbing to get up tall walls.
Not much changed since last video just fixes, last video didn't do much to show wall jump nor any combo's so.

I'd really like to get the swing down but I'm quite stumped.
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Postby Urre » Sat Aug 30, 2008 3:43 pm

I'd suggest you fake the swing by making the bar you can latch on to an entity, which automaticly sets you into "swing state" if you touch it with enough force from the correct angle, rather than having it be regular geometry.
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Postby GiffE » Sat Aug 30, 2008 4:03 pm

Urre wrote:I'd suggest you fake the swing by making the bar you can latch on to an entity, which automatically sets you into "swing state" if you touch it with enough force from the correct angle, rather than having it be regular geometry.


I was actually able to get the "swing state" with regular geometry,
Basically by checking if the player is about to be in the "hanging state", then running a tracebox in front of him to see if he can swing forward without slamming his face into a wall or something
But the swing motion is really what I'm stuck on. I don't know how to adjust his angle based on speed and then release him with the correct velocity.

I did regular geometry for now to make it "mapper friendly".
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Postby frag.machine » Sun Aug 31, 2008 1:02 am

Cool! Add a web slinger and a couple city-based maps and bang!, Spider Man Quake! :D
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby GiffE » Sat Sep 27, 2008 12:30 pm

Full Body Quakeguy:
Image
(uses: DP_SV_DRAWONLYTOCLIENT)
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Postby jim » Sat Sep 27, 2008 2:12 pm

Ha! That's good :)
zbang!
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Postby MeTcHsteekle » Sat Sep 27, 2008 2:23 pm

!!!

i was thinking of makeing you see legs, but i dident know how i was gonna do it

also, does this work in DP only, or does it work with other clients?
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Postby Wazat » Sun Sep 28, 2008 9:46 pm

That's really cool. It's something way too many FPS games lack. I think it's cool to be able to see yourself when you look down instead of being a ghost.
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Postby Lardarse » Mon Sep 29, 2008 12:08 am

MeTcHsteekle wrote:also, does this work in DP only, or does it work with other clients?

Requires DP_SV_DRAWONLYTOCLIENT, so find another engine that supports that method...
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Postby MeTcHsteekle » Mon Sep 29, 2008 1:20 am

Requires DP_SV_DRAWONLYTOCLIENT, so find another engine that supports that method...

oh hmm

is there a hacky unstabe way that will work with those that don't?
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Postby Urre » Mon Sep 29, 2008 1:47 pm

One way that works for non-DP, but which I don't recommend as it requires tags (engine feature) or just plain magic to actually look good, is viewing the world from a chasecam-like thing, except it's slightly infront of the head, which will mean if you look down you'll see the legs. It obviously won't work in multiplayer, because the camera will lag, unless it's engineside, or csqc, which again goes back to not being compatible...
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Postby scar3crow » Mon Sep 29, 2008 4:36 pm

I've not done jack Quake related, not even really in theory, since I started working at GarageGames.

However in a few weeks, Jehar is going to visit for the weekend for some mapping, so maybe something fun, or at least silly and terrible, will come of it. I feel really bad I basically missed the expo this year, I'm gonna have to do something to make up for that...

And yeah I'll just go ahead and apologize for my absence as of late, though it is neat seeing Jehar, LordHavoc, SantaClaws and crimity in person (I work with the latter two, so its a daily basis there!)
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Postby Urre » Tue Sep 30, 2008 6:10 am

scar3: Awesome to hear, had no idea you got a job over there! And yes, you now need to make a quake mod, to make up for your past mistakes. Also, call the mod just that, "Past Mistakes", and make it be about time travel.
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