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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Thu Jan 28, 2010 7:57 am Post subject: |
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why not .... just flip the gravity for only the player and his view and his model, keeping the hulls the same? _________________ QuakeDB - Quake ModDB Group |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Thu Jan 28, 2010 10:54 am Post subject: |
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If the transition from up to down is improved, one might have a zero-gravity map, in space, where the player floats and turns up and down and sideways in a random pattern. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Thu Jan 28, 2010 12:39 pm Post subject: |
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At that point you're better off not using the Quake engine  _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Thu Jan 28, 2010 12:47 pm Post subject: |
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I'm wondering how possible it would be to at least make a start by enabling fully free movement underwater? The movement types are totally different there so it should be possible to achieve something.
At least it would be a start, and would open the next logical step up, which is to handle fly mode and noclipping. Gotta start somewhere! _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Thu Jan 28, 2010 12:54 pm Post subject: |
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Heh! nglquake has cvars (something like ztrick and ytrick) to do that. Quite funny.
edit: in a gimmick, not really functioning way or course _________________ Quake Maps
Last edited by Spirit on Thu Jan 28, 2010 12:55 pm; edited 1 time in total |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Thu Jan 28, 2010 12:54 pm Post subject: |
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mh wrote: | I'm wondering how possible it would be to at least make a start by enabling fully free movement underwater? The movement types are totally different there so it should be possible to achieve something.
At least it would be a start, and would open the next logical step up, which is to handle fly mode and noclipping. Gotta start somewhere! |
Well, the very first thing you would need to do is throw out player angles, and replace it with a matrix (or quaternion?). _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Thu Jan 28, 2010 1:02 pm Post subject: |
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mh wrote: | I'm wondering how possible it would be to at least make a start by enabling fully free movement underwater? The movement types are totally different there so it should be possible to achieve something.
At least it would be a start, and would open the next logical step up, which is to handle fly mode and noclipping. Gotta start somewhere! |
I think noclip sould work more like swimming...
And "fly" sould automatically set FL_ONGROUND, wen you are near the ground.
Maybe other option for this, is to implement "ceiling friction" and another flag like FL_ONGROUND, and some ceiling stickiness... like ... if FL_ONCEILING flag is activated, you don't fall, even if theres nothing below you. Or something. |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Thu Jan 28, 2010 1:16 pm Post subject: |
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Teiman wrote: | Maybe other option for this, is to implement "ceiling friction" and another flag like FL_ONGROUND, and some ceiling stickiness... like ... if FL_ONCEILING flag is activated, you don't fall, even if theres nothing below you. Or something. |
I don't see the need of another flag. FL_ONGROUND could be set according the gravity orientation (ie, if gravity is negative FL_ONGROUND is set when the entity touches a solid surface in ceiling).
What would be really cool is a gravity vector. I remember seeing a video from another engine (don't remember if it was Ogre or the Irrlicht engine) where you could make things "fall" towards any arbitrary wall or the ceiling only changing a gravity vector. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Thu Jan 28, 2010 1:22 pm Post subject: |
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If you need things to fall to some arbitrary "down", maybe a special version of the TWig library can do that with a modification..
I can imagine a map where a wall is destroyed, and all things "fly" to the void of space, but you stay on ground, because your boots are magnetic*
Humm... for some reason, I want to play quake1 windtunnels map again. Hell.. that map is superawesome.
*or because you uses a grapple hook! |
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