Necros Decides
He's the highest authority of Quake rotation.
i haven't actually looked at it yet. i was away for the weekend getting shit faced and my head still feels a little heavy atm so it's hard for me to get excited about anything right now.
still, this is kind of a no-brainer for the most part. anything to make rotaters easier to set up and improve the abysmal hip collision method is good in my mind.
just looking at it on paper, this should be fucking awesome because anyone who's done hip rotaters knows they are goddamn stupid to set up. and yeah, anything with collision is going to be fairly sketchy to begin with and just downright annoying to deal with in an editor because you'll have all these movewall chunks floating around.
the progs side is basically a non-issue (for me anyway, and getting real rotaters is worth it), although, getting it into quoth may not be possible.
but even for a non-coder, they can just use the progs provided above-- it's not a big deal for mappers to make their own pak0.paks these days (ie: with only the rotation changes).
i think the biggest hurdle will be having to deal with a different bsp compiler and then after that, a different engine.
otoh, aguirre has always had his compilers as open source, so assuming this overhaul isn't insanely complex (and gb implies that it isn't) then someone could haxor it into aguirre's bsp like willem did for multi-thread vis thereby making it a moot point.
how does lighting and texturing work with these though? are they still moved to the origin and textured there, or are they textured where they are as they appear in the editor?
engines are easier to deal with as most of the good custom ones give you enough flexibility to tweak them however you want, although i will say i myself will probably wait until it appears in (at least) quakespasm, if not fitzquake itself. otoh, fitzquake doesn't actually work for me because of 64bit multicore timing issues, so mostly it's just quakespasm that i'd really want.
however, i'd like to beg any engine coders who add this to remember that it's not enough to just support it but to support it well. this means more accurate angles is basically a must and avelocity interpolation on bsp models as well. i know darkplaces does this already and it makes even old style hip rotaters fucking sweet to look at. watching large gears start from a standstill and accelerate slowly is downright sexy.
i'm a little fuzzy on why this only works with
.avelocity though... does this mean that if you set .angles manually, the player could get stuck then? i guess that actually makes sense, since you'd get stuck if you setorigin'ed platforms too. or do you mean the collision breaks if you set .angles manually..?
honestly, this new rotation method would probably bother me more than the average mapper because i have a dozen or so custom rotaters that rely on setting .angles manually. :P
but... if this works as well as it says on the tin, i've got some ideas for rotating rooms and rotating rooms inside rotating rooms...
summon bigger rotating room indeed.
btw, this is baker's work right? the i3d forum thread implies that anyway since he's the OP.