Crawling on Walls...?
Crawling on Walls...?
After some playing of Aliens versus Predator, Alien Class, i asked me how Wall Crawling would be possible in Quake. Actually it changes alot in the Movement thought... And dont want to think of the worst possible answer (playing with the Gravity, rotating the view and changing playermoving in a crappy way..) i decided to ask here.
the client would need to be fixed to allow full angle changes, rather than being purely pitch/yaw/roll. player movement would have to accept an 'up' direction that is not always up.
probably the biggest issue is that you can't rotate a player hull, and so you would need to implement some sort of capsule tracing allowing you to treat the alien as a sphere, rather than a box - this could perhaps be done purely in qbsp. Without doing so, your alien will never be able to scale cave walls, and it'll look completely broken in multiplayer (when standing on a wall, you'll be closer than if you were standing on the floor, and the ceiling is again different).
probably the biggest issue is that you can't rotate a player hull, and so you would need to implement some sort of capsule tracing allowing you to treat the alien as a sphere, rather than a box - this could perhaps be done purely in qbsp. Without doing so, your alien will never be able to scale cave walls, and it'll look completely broken in multiplayer (when standing on a wall, you'll be closer than if you were standing on the floor, and the ceiling is again different).
Wow, more to change than i thought.
Actually i think Quake's Movement is kinda worse, the Collision was a big problem for my mods thought too (not movement related and per poly collision fixed alot - yeah)
I never thought of making an Alien related mod, but good to know that. For me it was always a big point of making Quake even more easiert to modify, as example Full rotation of the Player View Cam over QC. And after learning and understanding over the hours of working with Quake, i love it even more to build my own Worlds in it... Super!
Actually i think Quake's Movement is kinda worse, the Collision was a big problem for my mods thought too (not movement related and per poly collision fixed alot - yeah)
I never thought of making an Alien related mod, but good to know that. For me it was always a big point of making Quake even more easiert to modify, as example Full rotation of the Player View Cam over QC. And after learning and understanding over the hours of working with Quake, i love it even more to build my own Worlds in it... Super!
I would try using an invisible MOVETYPE_NOCLIP entity for the player, whose input velocity would be rotated and applied to a secondary MOVETYPE_FLY entity showing the character model, and would set the camera view to this entity.
Dunno if SOLID_TRIGGER could help on the collision; maybe something similar to the hypnotic mission pack's rotating doors should be done.
Dunno if SOLID_TRIGGER could help on the collision; maybe something similar to the hypnotic mission pack's rotating doors should be done.