#512 posted by Rick on 2017/06/18 17:24:05
I have a duplicate of Tokay's Towers that I made for Quake. The ladders were recreated using thin clip brushes in front of the ladders. They're triangular from the top view and point out from the face of the ladder. I think they are only 1 unit thick at that point. The biggest problem is that the player moves up them nearly instantly. It feels very unnatural.
#513 posted by Mugwump on 2017/06/19 02:12:39
"almost like teleportation", "nearly instantly"... Damn guys, that wouldn't do. How are ladders made in other mods vs. AD, then?
#514 posted by Baker on 2017/06/19 02:34:51
@Rick ... good point.
@Mugwump ... generally there aren't. Rubicon2 has ladders, if I recall they require a use key.
Half-Life had ladders everywhere, but without checking I imagine they were special brushes and the engine has altered physics to accommodate.
#515 posted by skacky on 2017/06/19 02:46:27
Ladders in HL are func_ladder brush entities applied in front of the actual ladder.
#516 posted by Mugwump on 2017/06/19 02:50:07
I haven't played Rubicon2 yet but I'm almost 100% positive that I have played a few Quake maps/mods containing ladders that only required to press forward. Can't remember which ones, though.
I've just checked the AD readme. Ladders are entities. How could one modify the ladder entity so that it does what I want?
#517 posted by Baker on 2017/06/19 02:57:56
almost 100% positive that I have played a few Quake maps/mods containing ladders that only required to press forward
If you can remember the names, I could probably tell you how they did them.
#518 posted by Mugwump on 2017/06/19 03:04:28
Actually, I'd rather learn how to modify the ladder entity. It would allow me to play existing AD maps with ladders to my liking instead of only creating ones for my own maps.
Ones *some
#519 posted by Mugwump on 2017/06/19 03:05:51
#518
#520 posted by khreathor on 2017/06/19 03:12:22
Actually, I'd rather learn how to modify the ladder entity. It would allow me to play existing AD maps with ladders to my liking instead of only creating ones for my own maps.
Please do it and let me know when it's ready.
I Have No Idea How,
#521 posted by Mugwump on 2017/06/19 03:20:01
which is why I asked in the first place. Can someone point me to a tutorial or explain (in n00b terms) how to do it?
This Really Belongs In Mapping Help
#522 posted by Qmaster on 2017/06/19 04:45:36
But,
If you set trigger_ladder speed to like 200 or 250 you can climb faster.
Is that what you mean?
I Asked Here Because It Was AD-specific,
#523 posted by Mugwump on 2017/06/19 05:41:53
but we can move this to mapping help if requested.
I mean setting ladders to be climbed in one go by pressing forward instead of jumping step-by-step.
#524 posted by Baker on 2017/06/19 06:49:57
There was a mod called QuakeLife video.
As you can imagine, it is playing Quake co-operative with friends against the monsters on Half-Life maps.
It is likely that the source code to Quake-Life has a ladder solution, otherwise how could you play the Half-Life maps which are loaded with ladders?
https://github.com/autonomous1/quakelife (source code for Quake-Life)
Ha! See? I Knew Some Mods Did That!
#525 posted by Mugwump on 2017/06/19 07:06:18
I've never seen QuakeLife before, though...
But Baker, you know I ain't no coder. I can't do anything with a source code...
You Just Hold Jump
#526 posted by DaZ on 2017/06/19 10:12:58
no need to jump step by step
Oh...?
#527 posted by Mugwump on 2017/06/19 14:39:18
Well, in all my AD playing I never realized that! :$
It significantly reduces the need for what I have in mind. Still, I would like to learn how to do something like that, for educational purposes.
#528 posted by metlslime on 2017/06/19 21:03:43
don't quoth ladders do it where pushing forwards (while looking up-ish) lets you go up? Also the pox extras mod does it, right?
#529 posted by Baker on 2017/06/19 21:35:58
What should happen is ...
1) If the player is in contact with a ladder brush.
2) If the player has non-zero wish velocity (it's what it is called in the engine) -- i.e. the player intended movement vector ... which means X, Y, Z speed and direction.
3) If the wish velocity vector is facing the ladder, go up. If it is not, go down.
This would allow natural ladder movement.
I mean you can walk up a slope while looking down. You should also be able to press +forward while looking down and expect to go up a ladder.
You should be able to look up a ladder but press +backwards and go down.
Now is the above possible in QuakeC? I suspect not because ...
1) I don't think the engine tells QuakeC the wish velocity -- only the velocity after physics calculations. Without wish velocity all the alternatives are going to be unnatural.
2) A ladder brush would need to indicate what direction faces the ladder (i.e. north, south, east, wesst or some angle like 45). I doubt the ladder brushes have a physics angle key.
3) Probably would need to be done in the engine.
Here is how Quake 3 ladders work. I see wishspeed in there, so it sounds like I am correct:
https://www.quakewiki.net/archives/code3arena/tutorials/tutorial8.shtml
Would need to be in the engine anyway, DarkPlaces and FTE have prediction. So does Spiked Quakespasm if connected to a DarkPlaces server.
/One opinion ...
#530 posted by Mugwump on 2017/06/19 22:11:01
You should also be able to press +forward while looking down and expect to go up a ladder. You should be able to look up a ladder but press +backwards and go down.
Maybe something simpler would do? Fall damage in Quake is low enough to not really need to climb ladders down.
I found this: https://tomeofpreach.wordpress.com/quoth/tutorial/trigger_ladder/
and it looks like that's what I was shooting for. So how can I port the Quoth ladder behavior to AD? Please be very n00b-friendly in your reply: I'm no coder and I don't understand any of it. I need a very thorough tut explaining in detail in simple non-coder terms how to go through each step of the process.
Good Luck
#531 posted by Qmaster on 2017/06/20 00:22:43
Preach keeps Quoth 2.2 qc under tight lock and key.
Terror Fuma Secrets
#532 posted by Lo Frag Traff on 2017/08/07 20:04:09
done it.
found 12 of 13 secrets.
anyone here find them all?
Nope Only 12
#533 posted by Qmaster on 2017/08/08 18:46:06
Hmm...
#534 posted by Lo Frag Traff on 2017/08/08 20:18:12
i thought i had it.
there was a dead marine outside the base on a ledge next to a backpack.
it was hell to get to.
at first i thought i wasn't supposed to go by the route that i had taken, as i repeatedly kept on falling through the map at the same point!
i eventually made it!
turns out it wasn't a secret at all :(
well, it didn't trigger eitherway.
Realm Of Enceladus Performance
#535 posted by Lo Frag Traff on 2017/08/08 21:39:33
just after i start, approaching the archway, performance drops down to around 30!
is this a known issue?
apart from not running anything else apart from quake (browser anti-virus, downloads all stopped etc.).
to get a steady 60, were people having to run it using the older qs, not the spike version needed for forgotten sepulcher?
Terra Fuma
#536 posted by Qmaster on 2017/08/08 22:19:40
Ya, it was only after I got frustrated and noclipped that I found the ladder to get up top. Duh
|