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Upside-Down Player + Walking on Ceiling Goto page Previous 1, 2

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Thu Jan 28, 2010 7:57 am Post subject: |

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 |

Posted: Thu Jan 28, 2010 10:54 am Post subject: |

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 |

Posted: Thu Jan 28, 2010 12:39 pm Post subject: |

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 |

Posted: Thu Jan 28, 2010 12:47 pm Post subject: |

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 |

Posted: Thu Jan 28, 2010 12:54 pm Post subject: |

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 |

Posted: Thu Jan 28, 2010 12:54 pm Post subject: |

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 |

Posted: Thu Jan 28, 2010 1:02 pm Post subject: |

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 |

Posted: Thu Jan 28, 2010 1:16 pm Post subject: |

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 |

Posted: Thu Jan 28, 2010 1:22 pm Post subject: |

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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