To Be Fair
#11375 posted by Drew on 2014/07/20 18:06:42
Rick did kind of go apeshit in response to socks comments which, while ovely prescriptive, were certainly not aimed at him.
Lol @ Stair Wars.
I get that step do look a bit bulky at 16 units but it shouldn't be something to start a flame war over.
16 UNIT STAIRS
#11377 posted by RickyT33 on 2014/07/20 20:22:08
THATS THE NAME OF A HORSE I USED TO OWN 'MAM
#11378 posted by RickyT33 on 2014/07/20 20:22:45
I Propose
#11379 posted by Drew on 2014/07/20 21:15:07
That us 16 unit purists start a new messageboard which more adequately reflects our values.
Can You All Fucking Stop Now
Map Jam 3!
#11381 posted by Shambler on 2014/07/20 22:20:43
16 Unit Stairs Only!
#11382 posted by JneeraZ on 2014/07/20 22:37:06
+like
16 Units World
#11383 posted by anonymous user on 2014/07/20 23:13:45
for the next mapjam or speedmap.
All the brushes should have at least one dimension (heigth, width, depth) of 16 units.
Splinter Group
#11384 posted by than on 2014/07/23 20:39:29
sixteen unit stairs with textured fronts that subtly convey the feel of 8 unit stairs without the extra polys/work to build them.
Anyone with me? No..?
:(
#11385 posted by metlslime on 2014/07/23 21:16:18
how about making a ramp with a stair texture on it? With a parallax shader it might work.
#11386 posted by - on 2014/07/23 21:26:58
Ramp loses the detail of the player view shifting up each step... guess you could hack in a camera animation that fakes stepping.
On that note, I actually noticed while testing my Jam2 map that Quake does a funky thing where it shifts your camera up/down a staircase when you are on them if you are in a default view (don't mouselook at all). I hadn't realized it did that but that seems really smart when you consider that most players were expected to play Quake with keyboard only.
I Think It Does That On Ramps As Well.
#11387 posted by skacky on 2014/07/23 21:56:30
Time To Get Back On Topic
#11388 posted by Lunaran on 2014/07/23 23:17:00
Or Make A Shader That Just Procedurally Builds The Map
#11389 posted by RickyT33 on 2014/07/24 01:24:41
Then just make a box room, and apply the shader...
On Topic
#11390 posted by - on 2014/07/24 04:10:49
#11391 posted by Lunaran on 2014/07/24 05:25:03
that's not ...
why do i even try with you people
Bobbin' On The Stairs
#11392 posted by Mike Woodham on 2014/07/24 13:22:32
I often would put clip brushes over 16 unit stairs to turn them into ramps so as to stop the bobbin'. They still looked like stairs but the player would glide up them.
#11393 posted by JneeraZ on 2014/07/24 13:57:54
We did that all through Unreal Tournament as well ... players would rather slide up staircases. It's less jarring to the camera.
OTOH
#11394 posted by SleepwalkR on 2014/07/24 14:40:54
I think in Quake, the player will slide down when standing on those fake ramps, no?
#11395 posted by JneeraZ on 2014/07/24 15:06:50
He will. But who stands still in Quake? :P
SleepwalkR
#11396 posted by skacky on 2014/07/24 15:20:33
This is why I don't clip stairs in Quake. I do clip stairs in other engines though.
#11397 posted by - on 2014/07/24 15:43:54
Quake also has ramp jumps, which shouldn't happen on stairs.
I think the small bit of camera bob, done with some smoothness so it's not too obscene, helps with immersion. People are used to stairs in real life, and stepping up a step is accompanied by your head being lifted up at that moment as well, not a smooth gradient upwards that a character's bounding box would do as it slides up a ramp.
Lol What
#11398 posted by Tronyn on 2014/07/24 16:25:34
if this view-tilting is not smooth enough, it's obscene? strong word choice I would have gone with "annoying."
#11399 posted by Lunaran on 2014/07/24 16:26:36
Standing still happens in Quake. Fighting often happens on or around stairs, and since they physically behave differently players will expect their movement to be one thing or another, cued by the geometry that they see. Sometimes the best safe place to peg an ogre or taunt a fiend might be standing on some stairs, and sliding out of position in that case when you don't expect to would be annoying.
Also, everyone avoids ever jumping around on stairs because stepfinding doesn't happen while you aren't FL_ONGROUND so stairs become momentum-killing walls, so ramp-clipped stairs is a confusing signal that way, too.
easy solution: actual ramps!
Quake3 had nicely fixed camera movement and physics going both up and down stairs (so you don't run off the top of the top stair and go DOOF DOOF DOOF all the way down), but messing with Quake player physics in .qc or the engine is probably unreasonable.
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