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Updated Q1SP MOD - Arcane Dimensions 1.7.1 *PATCHED*
Sock has been beavering away behind the scenes to get a fully updated tweaked fixed and finalised version of AD. So here it is. One point SEVEN.

Download (220mb):
http://www.simonoc.com/files/ad/ad_v1_70final.zip

V1.7.1 Patch (see recent post below):
http://www.simonoc.com/files/ad/ad_v1_70patch1.zip


Readme:
http://www.simonoc.com/files/ad/ad_v1_70_readme.txt

Recommended Quakespasm 0.93:
http://quakespasm.sourceforge.net/download.htm

Past versions etc:
http://www.simonoc.com/pages/design/sp/ad.htm

In his own words:
"The AD zip file is getting a bit big and inconvenient to download and I think its time to start splitting stuff off into separate files. The AD map source files are not needed or viewed much and if anyone wants to see them, just drop me an email request.

This download contains all the previous maps, some new extra code and features, lots of bug fixes, some new mapper features (check documentation) and as a final bonus, a couple of extra maps hidden away in the main map hubs, good hunting!"


Screenshots:
http://www.simonoc.com/files/ad/ad_17_finish1.jpg
http://www.simonoc.com/files/ad/ad_17_finish2.jpg
http://www.simonoc.com/files/ad/ad_17_finish3.jpg
http://www.simonoc.com/files/ad/ad_17_finish4.jpg
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Mugwump 
QS (and QSS) have r_wateralpha, r_slimealpha, r_lavaalpha, r_telealpha cvars. Also respective wolrdspawn keys without the "r". Can't have a different opacity above/below though. 
OK Thanks 
But there's no differenciation whatsoever between clear and dirty water, right? Also, I didn't meant "different opacity above/below" but "different opacity depending on fluid type". DP can do that, I was hoping Spike would have borrowed this feature... 
Thread Hijack 
If you mean q3shaders then no, I didn't add q3shaders to QSS. Only FTE and arguably DP support q3shaders. On the plus side, you can get QSS to spew particles from your water... yay?
Quite frankly, q3shaders suck, which is how DP can get away with supporting them so poorly, while FTE's more complete support means that unmodified shaders end up with no specular/etc.

It would be nice to have some simple material script (instead of 'shaders') that specifies how to handle various textures without significant implementation differences, but that sounds too much like politics for anything to actually come from it. 
OK, Thanks For The Reply Spike. 
Small OT officially over. Since I had this question for you and we were already talking in this thread, I thought it unnecessary to move to the QS thread for such a small question. Should I have moved it anyway? Sorry if it bothered some people. 
 
You can make a staggered wall panel so steep it seems ridiculous that the Quake guy would walk up it.

Spike is right it's a mind-blowing 18 in the engine source.

It would be like walking up the side of a house, with some minimum size brushes. I think the minimum brush width is 2 units (?), but if I am correct the minimum placement unit is 1 unit?

1 unit is half as thick as the thinnest railing someone has ever made in Quake if the above is correct.

I imagine no one has tried to make a maximum abusiveness ladder because I don't think any discussion of the specifics has ever occurred. 
 
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. 
 
"almost like teleportation", "nearly instantly"... Damn guys, that wouldn't do. How are ladders made in other mods vs. AD, then? 
 
@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. 
 
Ladders in HL are func_ladder brush entities applied in front of the actual ladder. 
 
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? 
 
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. 
 
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 
 
#518 
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, 
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 
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, 
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. 
 
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! 
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 
no need to jump step by step 
Oh...? 
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. 
 
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? 
 
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 ... 
 
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 
Preach keeps Quoth 2.2 qc under tight lock and key. 
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