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Air ducts (like in HL1)

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Air ducts (like in HL1)

Postby JasonX » Sun Oct 10, 2010 11:54 pm

Do you guys remember those air ducts in HL1? I'm trying to do something similar in Quake, but i don't know the correct brush size for the jump + crouch to be successful. Any tips?
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Postby frag.machine » Mon Oct 11, 2010 3:34 pm

Are you using an engine that supports the crouch size hull required ?
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Postby JasonX » Mon Oct 11, 2010 9:38 pm

Pure WinQuake and Makaqu. How can i implement it?
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Postby frag.machine » Mon Oct 11, 2010 10:12 pm

In this case, I'm afraid you can't. At least, not exactly in the way used in HL1, because the player dimensions won't change when crouching.
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 Biodude » Mon Oct 11, 2010 10:38 pm

My friend coded in crouching in winquake, it worked perfectly, atleast I think it did. Now that I think of it, im not sure if it actually made the body crouch
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Postby frag.machine » Mon Oct 11, 2010 11:31 pm

One can always do as instructed in another thread and change the second hull to fit the intended player in crouch position size. But then, it's not vanilla Quake anymore.
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Postby JasonX » Mon Oct 11, 2010 11:59 pm

Well, crouch is not needed... what is the jumpsize in Worldcraft units, so i can know where to put my ducts?
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Postby Baker » Tue Oct 12, 2010 7:40 am

It is probably either 16, 24 or 32. My guess is 16.

Remember ... you can use clip brushes to make an invisible helper ladder. If you made it start 16 units off the ground, the player would still have to jump to access the duct, but he'd wouldn't need to be a kangaroo to get up to it.

A clip ladder works like this (the brush texture must be named clip):

**
***
***
****
****
*****
*****

The above would need to be constructed with 4 different clip brushes.

** <-- brush 1
*** < ----
*** brush 2 --->
**** <----
**** brush 3 --->
***** <---- brush 4
***** ---->
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Postby frag.machine » Tue Oct 12, 2010 12:02 pm

I'd suggest to use Pox's Extras and add a small func_ladder to the air duct entrance.
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Postby JasonX » Tue Oct 12, 2010 2:01 pm

frag.machine wrote:I'd suggest to use Pox's Extras and add a small func_ladder to the air duct entrance.


You mean extras v4?
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Postby Chip » Tue Oct 12, 2010 2:20 pm

JasonX wrote:
frag.machine wrote:I'd suggest to use Pox's Extras and add a small func_ladder to the air duct entrance.


You mean extras v4?


Yes, that's what he means. There's a very good ladder code in there, as far as I remember.
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Postby Baker » Tue Oct 12, 2010 3:18 pm

It is very good ladder code and very easy to add to another mod. The mod itself is very compartmentalized and documented.
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Postby goldenboy » Sat Oct 16, 2010 6:36 pm

The ladder code there is problematic in darkplaces. We have huge problems with the pox-based rmq ladders and DP. Try it.

Anyway, up-jump distance is 32 units, and if you have an air duct with 64x64 outer dimensions and 1 unit thick walls, ie 58x58 on the inside, it will give the impression of crouching without really crouching, if you know what I mean. Also works with crates.

Try Distrans' map Ruined Nation sometime, it has airducts that are really cramped without requiring actual crouching.
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Postby leileilol » Sat Oct 16, 2010 10:00 pm

Just detect DP extensions, and if found, turn off the pox ladder code (which is a funny local gravity hack) and use dpmod's player movement code which also supports ladders iirc

YOU DONT HAVE TO NIX THE LADDERS!!

besides, pox ladders are no problem in winquake and makaqu
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