Necros:
#8844 posted by metlslime on 2009/07/15 00:57:13
protocol 666 does have high precision client angles (so aiming your gun is accurate) but not on rotations for entities.
I noticed the problem with hanging corpses but I thought the rotation was a model animation (so they could be static ents) rather than entity rotation. I guess that's a good feature to add to the next protocol.
Though, It seems like something that mappers/modders should avoid relying on, otherwise you'll have the huge ugly bmodel rotations you talk about happening in all other stock engines. I had this problem with a rotate train in rubicon2 and the fix was to spawn it near the world origin.
Monster Action Measures
#8845 posted by madfox on 2009/07/15 04:06:35
maximum distance a player can jump without falling into water, lava, or traps
225 units
maximum distance a player can jump straight up and get up to another object:
42.5 units
maximum distance a player can fall and not be injured:
275 units
minimum gap in the floor spacing, slatted bridge or floating squares of lava:
35 units
maximum height that a step can be before a player must jump:
17 units
Units ?
#8846 posted by Ron on 2009/07/15 07:28:21
What is a unit ?
I always have trouble making lifts go the right distance, most of it I guess and then adjust.
When you speak of units, how do they relate to the grid in Worldcraft ?
#8847 posted by RickyT33 on 2009/07/15 09:53:33
(makes "shoot myself in the head signal")
FFS, its just been repeatedly explained not a couple of posts previously (like yesterday)
1:1, one grid unit = 1 unit, one 1:1-texture-pixel
More On Real World Unit Size ...
After researching this more, I have come across the Quake Editing Primer at ...
http://gamers.org/dEngine/quake/QDP/QPrimer.html
... which suggests 1 Quake unit is about 3cm or 1 foot is approx 10 Quake units.
This seems to make more sense now, especially with what others posters have suggested above.
The only thing that still puzzles me is the standard height of a step being 16 units. At 8 units equalling 1 foot, 16 units or 2 foot is far to high I feel, and although 1.6 foot (using 10 units per foot) is getting nearer the mark, I feel this is still too high.
5 ft 6 for the player size, and an 80 x 80 room equalling 8ft x 8ft rather than 10ft by 10ft perhaps seems more reasonable.
What do you guys think ?
-Mic
More ...
It also suggests that vertical and horizontal scales are different ...
Vertically : 1 unit = 3cm, 10 units = 1 ft
Horizontally: 1 unit = 2cm, 16 units = 1 ft
-Mic
Don't Take It Too Seriously
#8850 posted by negke on 2009/07/15 13:21:07
I always had the impression 64 units roughly corresponded to 1 meter. Then 16 unit steps would be about 20-25cm which kind of makes sense for the world. The scale for entities is totally different, though.
In the end, it's no use translating RL scale to Quake units - the dimensions of the environment isn't determined by logic, just by the textures.
<- Face It
#8851 posted by generic on 2009/07/15 14:10:09
The scale in Quake is shot: a 16 unit step/stair just doesn't look right with a player model next to it and larger monsters look ridiculously small when viewed from above. Go with what feels right and don't get too caught up in the unit conversions.
#8852 posted by JneeraZ on 2009/07/15 14:57:05
" the dimensions of the environment isn't determined by logic, just by the textures."
^^ This. Just work with it until it feels right.
Like I Said
#8853 posted by AEnoch on 2009/07/15 17:24:52
It's a matter of perception. Do what looks/feels right, and adjust from there.
It Is Relative....
#8854 posted by JPL on 2009/07/15 17:29:53
... to players size, that is 16 units tall if I remember well :)
To Add Just A Bit More...
#8855 posted by pjw on 2009/07/15 20:02:26
When you're dealing with dimensions/proportions in a game engine, you're almost always going to have problems if you try to rely on exact conversion numbers and translation of stuff directly from the Real World.
In FP games in particular, the camera height and FOV are going to differ at least a bit (and often significantly) from what you're used to seeing in real life, so some things will feel right and some won't.
And then there's the problem of stuff being on a small flat screen, rather than actually being in front of you...
Btw
#8856 posted by necros on 2009/07/17 04:27:58
there is a limit after all to how far out you can build. it appears to be 8192 (doubles?) where, anything after that just doesn't draw.
Necros:
#8857 posted by metlslime on 2009/07/17 05:58:55
Hmm, I guess there are probably some client functions that assume the original bounds. For example:
- the far clipping plane
- the skybox size
- the trace vector used to light entities based on floor lighting (was 2000 units in original quake, now 8192 in fitzquake)
#8858 posted by necros on 2009/07/23 08:08:28
you guys ever go back and play some of your really old stuff?
i was playing nesp09 and i discovered my lame sense of humour hasn't changed at all.
#8859 posted by necros on 2009/07/23 08:10:31
i guess what i was really driving at was: do you enjoy your own maps after sufficient time has passed that some or most of it is almost like new?
#8860 posted by Trinca on 2009/07/23 10:42:53
I play mines from time to time just to remenbered how noob I was and still :)
Yes I like to play then -:) and I love even more to play your maps necros ;)
ne_lend is my favorit map ever, i love the use of the nails in the map, very fast and fun. I played this map many many times... doesn�t look Quoth at all because is real fast.
#8861 posted by negke on 2009/07/23 11:01:12
Like when you told me it wasn't possible to use the second (light brown) Polyp skin in Quoth while it actually is? Where we could have been now...
#8862 posted by negke on 2009/07/23 11:07:02
I've replayed my speedmaps recently. Some are better than I thought, and most are much worse. Pretty much all of them are ridiclously hard - 60 monsters in such small maps, what was I thinking). And the humor in some of them is beyond lame, yeah.
The most obvious thing going on when playing one's old maps is realizing their shortcomings, like Trinca said, and how one would build it differently.
#8863 posted by Trinca on 2009/07/23 11:24:46
I also think that the fact that you guys play others games help a lot in inspiration!
In my case i dont play others games because of my very limited time :\ i wish i had more time to play others games and map more :\
But in the other hand i�m very glad of my life, i love my kids and my wife ;)
I will keep mapping for Quake but this year and next will be hard for me to release anything, only speedmaps... full map i dont have the time and the will.
Rather
#8864 posted by madfox on 2009/07/24 19:43:54
joyfully playing my own map again then seeing it quoted by someone who HAS to do the job.
WC/Hammer
#8865 posted by AEnoch on 2009/07/25 09:39:11
Has anyone gotten Wordcraft/Hammer to run well on Linux?
It's Difficult Enough
#8866 posted by ijed on 2009/07/25 16:23:14
Getting it to run on windows - no joke.
It's got a very nice interface but if you're looking for editors I'd suggest going for another one, maybe QuArK. Which is multiplatform AFAIK.
#8867 posted by Spirit on 2009/07/25 16:59:26
It is not and it is an editor that makes it too easy to screw up (and likes to do that by itself just to annoy you).
WC
#8868 posted by AEnoch on 2009/07/25 18:28:31
I've had no problems with it on windows. I know Radiant works on Linux but I've been using WC for years and it's what I'm comfortable with.
I have Quark but it runs slower than WC. I'm just wondering as I'm looking to switch to linux.
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