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Air ducts (like in HL1)

Posted: Sun Oct 10, 2010 11:54 pm
by JasonX
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?

Posted: Mon Oct 11, 2010 3:34 pm
by frag.machine
Are you using an engine that supports the crouch size hull required ?

Posted: Mon Oct 11, 2010 9:38 pm
by JasonX
Pure WinQuake and Makaqu. How can i implement it?

Posted: Mon Oct 11, 2010 10:12 pm
by frag.machine
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.

Posted: Mon Oct 11, 2010 10:38 pm
by Biodude
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

Posted: Mon Oct 11, 2010 11:31 pm
by frag.machine
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.

Posted: Mon Oct 11, 2010 11:59 pm
by JasonX
Well, crouch is not needed... what is the jumpsize in Worldcraft units, so i can know where to put my ducts?

Posted: Tue Oct 12, 2010 7:40 am
by Baker
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
***** ---->

Posted: Tue Oct 12, 2010 12:02 pm
by frag.machine
I'd suggest to use Pox's Extras and add a small func_ladder to the air duct entrance.

Posted: Tue Oct 12, 2010 2:01 pm
by JasonX
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?

Posted: Tue Oct 12, 2010 2:20 pm
by Chip
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.

Posted: Tue Oct 12, 2010 3:18 pm
by Baker
It is very good ladder code and very easy to add to another mod. The mod itself is very compartmentalized and documented.

Posted: Sat Oct 16, 2010 6:36 pm
by goldenboy
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.

Posted: Sat Oct 16, 2010 10:00 pm
by leileilol
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