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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Wed May 28, 2008 10:18 am Post subject: The Red Pill |

I decided to take a stab at the Quake Matrix mods to see what I could do. Too many mods get stuck on one aspect of the theme: the weapons, the lobby room, etc. I decided to pretty much make a "What if the Matrix was Quake?" mod. Features so far:
Bullet Stopping - all weapons are now projectiles and can be halted in mid air right in front of you. simply press +use while in combat.
Wall Running - jump next to a wall and press +use to start wall running. at the end of a wall the player will simply fall off and continue running. you can press +jump to leap off and away from the wall.
"Ground Pound" - while in the air, you can now lunge towards the ground. upon landing, you create a powerful shockwave that can kill enemies close by.
Fun Things to try (when/if you do):
use combos of the abilities: wall-run -> jump off -> ground pound near an enemy
Media:
Video 1 - Wall running tests. I mess up a few times, but that's not my code's fault
Video 2 - Another wall running test. Showing how fast it works... even in small spaces.
Video 3 - A test map I created but don't intend to release with the mod. Features wallrunning and the ground pound.
More videos and features on the way... when I can get some frikbots in here and post a vid of the bullet stopping... cause it's hard to play on 2 computers at once.
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Last edited by Error on Mon Jun 16, 2008 5:33 am; edited 6 times in total

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jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Wed May 28, 2008 12:35 pm Post subject: |

Wall running looks fun _________________ zbang!

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Thu May 29, 2008 10:14 am Post subject: |

posted second video _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Thu May 29, 2008 12:09 pm Post subject: |

Looks like Homer Simpson Can it change the running height on the wall? If it run straight forward and came to the ceiling, would it run in the ceiling? Like what Neo does in the practice fight with Morpheus on the wooden column? _________________
zbang!

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Fri May 30, 2008 5:22 am Post subject: |

hahah that's great! _________________ Unit reporting! http://www.bendarling.net/

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Fri May 30, 2008 6:18 am Post subject: |

to correct you... Neo never runs on the ceiling. he runs up the wall and does a back flip near the top. and yes... I'm coding that now. _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Fri May 30, 2008 10:11 am Post subject: |

Yea, that's quite correct, but I think it would be possible, at least for a moment, of course later Neo just flies around, so wall running, etc has no meaning for him anymore... Interestingly I've noticed it's easier to fly (fast) in a dream than stay still (floating) or climb like spiderman...
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zbang!

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Fri May 30, 2008 8:08 pm Post subject: |

quick thing to try: in a dream... notice you are dreaming, then try to turn a lightswitch on or off... or open a door _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Mon Jun 02, 2008 3:27 pm Post subject: |

Error wrote:
to correct you... Neo never runs on the ceiling. he runs up the wall and does a back flip near the top. and yes... I'm coding that now.

Awwww... you answered my youtube comment here...
Anyways, there are characters in the matrix (the old agents) that can jump onto the ceiling. So it isn't so far fetched to have a way to jump then flip land on the ceiling. I don't know, it would be interesting and doesn't break the theme except for those who refuse to remember the second movie altogether (which, the extended version is actually pretty good with the almost 30 minutes they cut out of it for theaters)
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Shoot everything that moves. When it stops moving shoot it again just for good measure.

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Wed Jun 04, 2008 3:35 am Post subject: |

what should I add next? other than running up the walls _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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Kools Joined: 05 Jan 2005 Posts: 37 Location: The Netherlands |

Posted: Wed Jun 04, 2008 11:31 am Post subject: |

I'm interested to see this whole stopping bullets thing. Do they drop to the floor after and everything? _________________ Forum lurker

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Wed Jun 04, 2008 3:18 pm Post subject: |

Error wrote:
what should I add next? other than running up the walls

Well in the matrix they had the ability to kick people really hard and throw them into the far wall of the room they are in... how about tuning up the ax attack to throw people...
What would be really a treat would be if you added a Street Fighter 2 style spin to the players as they fly across the room, like rotate the player 90 degrees then rotate around the horizontal axis until the player hits the wall then upright them...
This might just be something I want to see and no one else, but would be freaking awesome! (somehow adding "craters" or a nice dust particle effect and you get an A+ from me)
_________________
Shoot everything that moves. When it stops moving shoot it again just for good measure.

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Thu Jun 05, 2008 11:01 am Post subject: |

posted video 3 _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Thu Jun 05, 2008 11:31 pm Post subject: |

I have two suggestions, when he wall runs make his feet move slightly faster as running on a wall is harder than running forward. My second suggestion is to make him not snap to the wall immediately as it's a bit too sudden. Who knows, if you rig up some bones maybe you can make an addition wall running animation!
Pretty cool you were able to pull this off, wall running code isn't exactly easy.

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Labman Joined: 05 Nov 2004 Posts: 51 Location: Brisbane, Australia |

Posted: Fri Jun 06, 2008 9:59 am Post subject: |

That's looking really cool! Nice work!

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