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Avirox's Rotation Tutorial Adapted to NetQuake
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Mon Jul 19, 2010 7:01 am    Post subject: Reply with quote

There are indeed problems when blocking a rotating door in DP; in my case, blocking it can make the door rotate an extra 360 degrees (through the player), then close normally...

We'll have to wait until LH gets back I think.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Mon Jul 19, 2010 7:05 am    Post subject: Reply with quote

random observations:

1.> When standing against and touching the HEALTH door and shooting it, it gets stuck closed with the open sound looping, never to open again :/

2.> Standing on the door that opens upwards my feet sink into the door.

Code:


   self.max_health = self.health;
   self.solid = SOLID_BSP;
   self.movetype = MOVETYPE_PUSH; // gb
   
   setorigin (self, self.origin);  // self.origin
   
   setmodel (self, self.model);
   
   self.classname = "door_rotating";
   


shouldnt there be a setsize after setmodel??

3.> the really FAST spinning block allows me to pass thru it. (collision bug?)
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Mon Jul 19, 2010 7:12 am    Post subject: Reply with quote

setmodel sets the size of the ent to match the model that was set (in nq, alias models get the size '-16 -16 -16 16 16 16', necessitating the need for a set size, while in qw, setmodel on alias models does not set the size due to qw's dedicated server not trying to load the model).
Note that SV_LinkEntity does not add +/- 1 for the vertical direction by default, which might affect things.
Also note that pitch on bsp models is inverted compared to alias models.
(LH knows all this so this stuff won't help with darkplaces, but might be useful to modders of other engines).
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Mon Jul 19, 2010 9:43 am    Post subject: Reply with quote

Quote:

1.> When standing against and touching the HEALTH door and shooting it, it gets stuck closed with the open sound looping, never to open again :/


Yup. Stupid bug. The opening sound loops because in the case of a working door, it is cut off by the closing sound playing on the same channel. Since the door doesn't reach the end position, the second sound is never played and thus the first one loops endlessly.

There is something wrong with .blocked. Not sure if this is a problem in the qc or in the engine.

Quote:
2.> Standing on the door that opens upwards my feet sink into the door.


Acknowledged; same happens to me Smile Is this related to the fact that you also sink into trains or lifts going upwards?

Quote:
3.> the really FAST spinning block allows me to pass thru it. (collision bug?)


You are probably spun around so fast that it feels like passing straight through - remember the rotating thingy doesn't update your view angle (yet) so you come out looking in the same direction as you did when you went in. Or can you pass vertically through it, ie can you jump on top and land on the floor?
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