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Avirox's Rotation Tutorial Adapted to NetQuake
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Fri Jul 16, 2010 6:03 am    Post subject: Reply with quote

After seeing this map and looking at the anomaly, I can't wait until RemakeQuake single player can be played.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Fri Jul 16, 2010 7:50 am    Post subject: Reply with quote

goldenboy 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. Wink


[O] phat map
[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 Sad

CSQC is on my todo list after i implement much needed builtins... Neutral
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Fri Jul 16, 2010 6:16 pm    Post subject: Reply with quote

Baker wrote:
After seeing this map and looking at the anomaly, I can't wait until RemakeQuake single player can be played.

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.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Fri Jul 16, 2010 6:33 pm    Post subject: Reply with quote

mh wrote:
Baker wrote:
After seeing this map and looking at the anomaly, I can't wait until RemakeQuake single player can be played.

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.


AAAARGH STOP STOP STOP STOP STOP DAMMIT I WANT TO PLAY IT TOO THAT'S NOT FAIR Evil or Very Mad Evil or Very Mad Evil or Very Mad
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Fri Jul 16, 2010 6:44 pm    Post subject: Reply with quote

frag.machine wrote:
mh wrote:
Baker wrote:
After seeing this map and looking at the anomaly, I can't wait until RemakeQuake single player can be played.

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.


AAAARGH STOP STOP STOP STOP STOP DAMMIT I WANT TO PLAY IT TOO THAT'S NOT FAIR Evil or Very Mad Evil or Very Mad Evil or Very Mad

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. Very Happy
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gnounc



Joined: 06 Apr 2009
Posts: 120

PostPosted: Sun Jul 18, 2010 7:31 am    Post subject: Reply with quote

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.
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Junrall



Joined: 21 Sep 2009
Posts: 136
Location: North West Oregon, USA

PostPosted: Sun Jul 18, 2010 4:25 pm    Post subject: Reply with quote

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.


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?

Though, I must agree... very sweet!
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Sun Jul 18, 2010 6:33 pm    Post subject: Reply with quote

please play this testmod:

http://kneedeepinthedoomed.wordpress.com/2010/07/12/half-life-style-rotating-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.
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mh



Joined: 12 Jan 2008
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PostPosted: Sun Jul 18, 2010 6:43 pm    Post subject: Reply with quote

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.
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Last edited by mh on Sun Jul 18, 2010 11:56 pm; edited 1 time in total
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Junrall



Joined: 21 Sep 2009
Posts: 136
Location: North West Oregon, USA

PostPosted: Sun Jul 18, 2010 11:28 pm    Post subject: Reply with quote

Ah, I see now. Just tried it with the latest DirectQ and it works great!
Do you think Darkplaces be updated to get rid of the clipping?
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goldenboy



Joined: 05 Sep 2008
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PostPosted: Mon Jul 19, 2010 12:20 am    Post subject: Reply with quote

I suggest you ask Lord Havoc. Smile
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Junrall



Joined: 21 Sep 2009
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Location: North West Oregon, USA

PostPosted: Mon Jul 19, 2010 2:44 am    Post subject: Reply with quote

goldenboy wrote:
I suggest you ask Lord Havoc. Smile


'gulp' is this a quagmire to be stepped in? Smile
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! Wink
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gnounc



Joined: 06 Apr 2009
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PostPosted: Mon Jul 19, 2010 2:44 am    Post subject: Reply with quote

Hokay player rotates with bridge, I'll be completely satisfied when the player view updates too, which I see is on the to do list.

Well done guys
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goldenboy



Joined: 05 Sep 2008
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Location: Kiel

PostPosted: Mon Jul 19, 2010 4:13 am    Post subject: Reply with quote

Junrall wrote:
'gulp' is this a quagmire to be stepped in? Smile


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.

What do you mean exactly by "get rid of the clipping", btw?
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Junrall



Joined: 21 Sep 2009
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Location: North West Oregon, USA

PostPosted: Mon Jul 19, 2010 4:35 am    Post subject: Reply with quote

goldenboy wrote:
What do you mean exactly by "get rid of the clipping", btw?


I'm not sure if "clipping" is the right word.
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 Smile
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