Forum

Rising mod water?

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Rising mod water?

Postby Baker » Mon Aug 04, 2008 11:12 pm

As recently as maybe a week ago, I had a URL of a mod I wanted to check out.

I can't recall the name and my searches aren't yielding anything.

It was called maybe the "Rising water mod" or something to that effect and the URL was a link to someone's homepage with a few Quake related different odds and ends and the page seemed rather current.

It is possible that I didn't find the URL here but on CocoT's home page or somewhere like that.

If anyone knows what I am talking about, any assistance would be greatly appreciated. I've been trying to track down the source codes to interesting mods (gyro, mathlib) and so forth and I really want this one.
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby Spike » Mon Aug 04, 2008 11:33 pm

Water can't move.
The engine doesn't support water contents on entities that are not the world.
What you can do, however, is have brushes that look like water.
Pretty much the same, but you can't let the user go in it or they'll moan like crazy that they couldn't swim in it.

Alternativly, you can make everything other than the water into an entity, and move the entire world. Which, quite frankly, is horrible. But mneh.


void() waterbob =
{
self.origin_z = sin(time/4)*24;
self.nextthink = time + 0.025;
};

I can't remeber which builtin can be used to mimic sin in engines without the sin builtin, but it can be done.
Spike
 
Posts: 2892
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Postby Urre » Mon Aug 04, 2008 11:40 pm

Spike: I believe DarkPlaces supports water contents on entities. Many compilers don't, however.
I was once a Quake modder
User avatar
Urre
 
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon

Postby Baker » Mon Aug 04, 2008 11:44 pm

Spike wrote:Water can't move.
The engine doesn't support water contents on entities that are not the world.


Nooooooooooooooooooooo.

My dreams have been destroyed!

/Sigh

Well, if I ever find this mod at least I now know what it does NOT do. :D :D :D
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby CocoT » Tue Aug 05, 2008 12:21 am

Doesn't the "Extra QuakeC Mod r4" do funky things like that? The site does say that you can "dynamically flood a level" with it. That might be something I alluded to on my site when people were asking for lava-submerged maps for Transloquake. I haven't looked into it yet, but it might interest you, Baker: http://quake.chaoticbox.com/
Neurotic Conversions - New location: Update your bookmarks!
User avatar
CocoT
 
Posts: 695
Joined: Tue Dec 14, 2004 5:39 pm
Location: Belly-Gum

Postby Baker » Tue Aug 05, 2008 1:12 am

CocoT wrote:Doesn't the "Extra QuakeC Mod r4" do funky things like that? The site does say that you can "dynamically flood a level" with it. That might be something I alluded to on my site when people were asking for lava-submerged maps for Transloquake. I haven't looked into it yet, but it might interest you, Baker: http://quake.chaoticbox.com/


Thank you, sir. That's the one. ;)

Now ... to find out how it does or doesn't do whatever it does or doesn't do. :D :D
User avatar
Baker
 
Posts: 3666
Joined: Tue Mar 14, 2006 5:15 am

Postby Spike » Tue Aug 05, 2008 8:36 am

Yeah, it emulates water with cshift and constant player movement adjustment. Its a fairly large hack, but it does indeed look to the user to do what its meant to.
Spike
 
Posts: 2892
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Postby FrikaC » Thu Aug 07, 2008 1:14 am

I at one time made a level out of multiple bmodel func_doors. The level appeared to fill up with water, but what was really happening was the entire visible geometry of the level was slowly moving down into a huge water brush at the bottom of the map.
FrikaC
Site Admin
 
Posts: 1026
Joined: Fri Oct 08, 2004 11:19 pm

Postby Urre » Thu Aug 07, 2008 5:11 am

That's a clever trick :)
I was once a Quake modder
User avatar
Urre
 
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon

Postby mh » Thu Aug 07, 2008 9:31 am

Errrrm - doesn't Hipnotic have moving water brushes?
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
User avatar
mh
 
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Postby Spike » Fri Aug 08, 2008 3:40 am

mh wrote:Errrrm - doesn't Hipnotic have moving water brushes?

Yes.
However they're non-solid, and only ever used to surround walkways. The player can never enter them. If they did, they'd just fall through them. Which is what I was really talking about in my first post. Assuming it really is a cube, you can make them look like proper water, although I don't know of any real way to fake the underwater warp effects. You can at least tint the screen and fake undwater physics. Although its still not truewater.
Spike
 
Posts: 2892
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Postby mh » Fri Aug 08, 2008 7:16 pm

There's definitely at least one in hip1m2 that's a pool you can jump into - the room with the rotating "bridges".
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
User avatar
mh
 
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Postby scar3crow » Fri Aug 08, 2008 8:12 pm

That strikes me as a case of putting in a moving water brush, and beneath its lowest point, an actual water brush which you cannot see, but causes the splash sound.

Granted this isn't even based on memory, as I don't recall that level very clearly.
User avatar
scar3crow
InsideQC Staff
 
Posts: 1054
Joined: Tue Jan 18, 2005 8:54 pm
Location: Alabama


Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest