Air ducts (like in HL1)
Moderator: InsideQC Admins
14 posts
• Page 1 of 1
Air ducts (like in HL1)
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?
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
Are you using an engine that supports the crouch size hull required ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 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)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 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.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
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
***** ---->
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
***** ---->
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
I'd suggest to use Pox's Extras and add a small func_ladder to the air duct entrance.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 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.
QuakeWiki
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
-

Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
It is very good ladder code and very easy to add to another mod. The mod itself is very compartmentalized and documented.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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.
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.
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
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
YOU DONT HAVE TO NIX THE LADDERS!!
besides, pox ladders are no problem in winquake and makaqu
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
14 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest
