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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Thu Aug 28, 2008 7:30 am    Post subject: Reply with quote

Hope you add hands which do the climb motion, and so. Totally awesome for immersion. Looking real sweet mate
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Wazat



Joined: 15 Oct 2004
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Location: Middle 'o the desert, USA

PostPosted: Thu Aug 28, 2008 5:38 pm    Post subject: Reply with quote

What I'm working on:

For QExpo I'm doing a Dungeons and Dragons campaign based on Quake (including weapons, monsters, monster infighting, etc). It's probably an unholy combination, but it's cool to me. Very Happy

http://qexpo.tastyspleen.net/booth.php?id=163

It's a nice break from writing code. Wink
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Sat Aug 30, 2008 1:22 pm    Post subject: Reply with quote

Urre wrote:
Hope you add hands which do the climb motion, and so. Totally awesome for immersion. Looking real sweet mate

I really hope to do some hands + feet. But I'm really quite terrible at modeling and animating, so I'm going to polish the code to the best of my abilities.

Another video (First one on the page):
http://giffe-bin.net/media.php?type=2

It shows how you can use wall jumping in combination with the ledge grab/climbing to get up tall walls.
Not much changed since last video just fixes, last video didn't do much to show wall jump nor any combo's so.

I'd really like to get the swing down but I'm quite stumped.
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Urre



Joined: 05 Nov 2004
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Location: Sweden

PostPosted: Sat Aug 30, 2008 3:43 pm    Post subject: Reply with quote

I'd suggest you fake the swing by making the bar you can latch on to an entity, which automaticly sets you into "swing state" if you touch it with enough force from the correct angle, rather than having it be regular geometry.
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Sat Aug 30, 2008 4:03 pm    Post subject: Reply with quote

Urre wrote:
I'd suggest you fake the swing by making the bar you can latch on to an entity, which automatically sets you into "swing state" if you touch it with enough force from the correct angle, rather than having it be regular geometry.


I was actually able to get the "swing state" with regular geometry,
Basically by checking if the player is about to be in the "hanging state", then running a tracebox in front of him to see if he can swing forward without slamming his face into a wall or something
But the swing motion is really what I'm stuck on. I don't know how to adjust his angle based on speed and then release him with the correct velocity.

I did regular geometry for now to make it "mapper friendly".
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sun Aug 31, 2008 1:02 am    Post subject: Reply with quote

Cool! Add a web slinger and a couple city-based maps and bang!, Spider Man Quake! Very Happy
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GiffE



Joined: 08 Oct 2006
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PostPosted: Sat Sep 27, 2008 12:30 pm    Post subject: Reply with quote

Full Body Quakeguy:

(uses: DP_SV_DRAWONLYTOCLIENT)
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jim



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

PostPosted: Sat Sep 27, 2008 2:12 pm    Post subject: Reply with quote

Ha! That's good Smile
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MeTcHsteekle



Joined: 15 May 2008
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PostPosted: Sat Sep 27, 2008 2:23 pm    Post subject: Reply with quote

!!!

i was thinking of makeing you see legs, but i dident know how i was gonna do it

also, does this work in DP only, or does it work with other clients?
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Wazat



Joined: 15 Oct 2004
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Location: Middle 'o the desert, USA

PostPosted: Sun Sep 28, 2008 9:46 pm    Post subject: Reply with quote

That's really cool. It's something way too many FPS games lack. I think it's cool to be able to see yourself when you look down instead of being a ghost.
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Mon Sep 29, 2008 12:08 am    Post subject: Reply with quote

MeTcHsteekle wrote:
also, does this work in DP only, or does it work with other clients?

Requires DP_SV_DRAWONLYTOCLIENT, so find another engine that supports that method...
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MeTcHsteekle



Joined: 15 May 2008
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PostPosted: Mon Sep 29, 2008 1:20 am    Post subject: Reply with quote

Quote:
Requires DP_SV_DRAWONLYTOCLIENT, so find another engine that supports that method...

oh hmm

is there a hacky unstabe way that will work with those that don't?
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Sep 29, 2008 1:47 pm    Post subject: Reply with quote

One way that works for non-DP, but which I don't recommend as it requires tags (engine feature) or just plain magic to actually look good, is viewing the world from a chasecam-like thing, except it's slightly infront of the head, which will mean if you look down you'll see the legs. It obviously won't work in multiplayer, because the camera will lag, unless it's engineside, or csqc, which again goes back to not being compatible...
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Mon Sep 29, 2008 4:36 pm    Post subject: Reply with quote

I've not done jack Quake related, not even really in theory, since I started working at GarageGames.

However in a few weeks, Jehar is going to visit for the weekend for some mapping, so maybe something fun, or at least silly and terrible, will come of it. I feel really bad I basically missed the expo this year, I'm gonna have to do something to make up for that...

And yeah I'll just go ahead and apologize for my absence as of late, though it is neat seeing Jehar, LordHavoc, SantaClaws and crimity in person (I work with the latter two, so its a daily basis there!)
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Tue Sep 30, 2008 6:10 am    Post subject: Reply with quote

scar3: Awesome to hear, had no idea you got a job over there! And yes, you now need to make a quake mod, to make up for your past mistakes. Also, call the mod just that, "Past Mistakes", and make it be about time travel.
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