Avirox's Rotation Tutorial Adapted to NetQuake
[O] phat mapgoldenboy wrote:r00k: Like Baker said, start with phat map capacity, skyboxes, fog, alpha, support -sndspeed 44100, raise static entities limit to like 1024, raise max_channels, modify Read/WriteCoord for higher map size limit and include this rotation stuff with the smooth angles fix and the flicker fix.
RMQ's engine source is available at my blog. We declared our collection of hacks protocol 999.
We have this evil plan to add csqc support, so be warned.
[x] skybox
[x] fog
[x] alpha
[x] 44100hz
[x] static ents
[x] max channels
[x] rotation support (w/ extended leafs support, thanks mh!)
Also added cls.protocol but need to truly implement support for it.
I get going in different directions sometimes and leave things untested
CSQC is on my todo list after i implement much needed builtins...
Yeah, there are elements of this map that I found very reminiscent of the best parts of a certain other game (not saying, nyah nyah nyah) from years ago. And I mean that as the highest possible form of compliment, as the genuine magic and sense of wonder that was present in that certain other game has never been recaptured until now.Baker wrote:After seeing this map and looking at the anomaly, I can't wait until RemakeQuake single player can be played.
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
We knew the words, we knew the score, we knew what we were fighting for
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AAAARGH STOP STOP STOP STOP STOP DAMMIT I WANT TO PLAY IT TOO THAT'S NOT FAIRmh wrote:Yeah, there are elements of this map that I found very reminiscent of the best parts of a certain other game (not saying, nyah nyah nyah) from years ago. And I mean that as the highest possible form of compliment, as the genuine magic and sense of wonder that was present in that certain other game has never been recaptured until now.Baker wrote:After seeing this map and looking at the anomaly, I can't wait until RemakeQuake single player can be played.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
If it's any consolation it's unplayable in it's current state. More down to the fact that it's not finished, and all we got was the bare minimum to make it run without crashing - so there are still a lot of surprises in store.frag.machine wrote:AAAARGH STOP STOP STOP STOP STOP DAMMIT I WANT TO PLAY IT TOO THAT'S NOT FAIRmh wrote:Yeah, there are elements of this map that I found very reminiscent of the best parts of a certain other game (not saying, nyah nyah nyah) from years ago. And I mean that as the highest possible form of compliment, as the genuine magic and sense of wonder that was present in that certain other game has never been recaptured until now.Baker wrote:After seeing this map and looking at the anomaly, I can't wait until RemakeQuake single player can be played.
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
We knew the words, we knew the score, we knew what we were fighting for
Also, if yo stand in front of a door that opens towards you the door suddenly passes through you... or is it you pass through the door?gnounc wrote:Just tried out the rotate map test in DirectQ, and everything works, except when you stand on the rotating bridge, the player doesnt rotate with the bridge, the bridge just rotates under the player.
Thought that should be brought up.
Pretty sweet though.
Though, I must agree... very sweet!
Good God! You shot my leg off!
please play this testmod:
http://kneedeepinthedoomed.wordpress.co ... ing-doors/
this is the newer version.
See if rotatetest.bsp runs without problems with this mod.
If you install patch3, you get acceleration and deceleration as well.
http://kneedeepinthedoomed.wordpress.co ... ing-doors/
this is the newer version.
See if rotatetest.bsp runs without problems with this mod.
If you install patch3, you get acceleration and deceleration as well.
And if you're not using the most recent (RC3) DirectQ you won't clip properly against rotating models at all. Sometimes you'll just go through them, other times you'll be thrown into the solid leaf.
Last edited by mh on Sun Jul 18, 2010 11:56 pm, edited 1 time in total.
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
We knew the words, we knew the score, we knew what we were fighting for
'gulp' is this a quagmire to be stepped in?goldenboy wrote:I suggest you ask Lord Havoc.
I bet I wouldn't be the first to have asked this of him!
Sure must get awful tiresome to have tons of requests thrown at you... especially when you are busy busting your but on other projects!
Good God! You shot my leg off!
No, I'm just saying that if you want to know something about Darkplaces, LH would be the guy to ask (on irc maybe). He's usually pretty responsive. I read that he's travelling atm though.Junrall wrote:'gulp' is this a quagmire to be stepped in?
What do you mean exactly by "get rid of the clipping", btw?
I'm not sure if "clipping" is the right word.goldenboy wrote:What do you mean exactly by "get rid of the clipping", btw?
In DP, when I stand in front of a door that is rotating closed (or open) the door passes through the player model rather than pushing it. It appears to snap the player model to the other side of the door... though I think what happens is that the player model passes through the door model and causes the door to disappear?
Sorry, I'm not savvy to mapping lingo
Good God! You shot my leg off!