player size

Discuss programming in the QuakeC language.
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ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

player size

Post by ceriux »

so i was wondering would there be any problems if i were to make the player the size of a fiend or shambler?
Seven
Posts: 301
Joined: Sat Oct 06, 2007 8:49 pm
Location: Germany

Re: player size

Post by Seven »

Hello ceriux,

There was a quite similar thread at quakeone.com recently:
http://quakeone.com/forums/quake-help/s ... sters.html

I think Spike´s and MH´s given answers will help you on this subject.
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: player size

Post by ceriux »

right but im not talking about actually scaling the player model... like for example why couldnt i make a mod based around playing as a shambler?

i once played a DM server that you played as monsters like this. i dont remember if it was a dp only mod or not though =/ http://www.youtube.com/watch?v=RCCTh0Ab_90

nvm found the mod here =)

http://www.inside3d.com/index.php?show=290
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: player size

Post by frag.machine »

ceriux wrote:so i was wondering would there be any problems if i were to make the player the size of a fiend or shambler?
A great number of regular maps may become unplayable (anything with lower ceiling and/or narrow tunnels like E1M3 for example). But you could implement "crouching" using the original player bound box to compensate. Otherwise I don't see any problem.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
ceriux
Posts: 2230
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: player size

Post by ceriux »

something im looking into then thanks =)
qbism
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Re: player size

Post by qbism »

Instead of "crouch"..... "shrink"! Shrink makes you both shorter and narrower, but also slower and/or weaker.
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