Is it possible to shrink the player to allow for "fake" large maps? I've heard of several mods for other games like HL2 doing this to allow for huge map sizes without needing to go beyond the normal map size limits. (plus it would be cool to be able to walk around E1M1 as a toy-sized quake marine)
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Shrinking the player and monsters?
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short answer: no.
longer answer: you'd need to modify both the qbsp app and the engine to do so. If you can do that, then you can mod the engine to simply add extra precision to network coords (or just a multiplier to scale them instead). Which defeats the point in shrinking all the stuff running around.
note that many modern engines have no protocol-based map size limitations and indeed urre I think made some rediculous map with a cliff 10-15 minutes high (at 2000qu per second...). If that's not big enough, I don't know what is.
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Collision hulls would also need to be worked over for the new sizes - current Q1 bsp formats assume that you've got 3 collision hulls and they've all got fixed, hard-coded sizes.IT LIVES! http://directq.blogspot.com/
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Originally posted by Spike View Postshort answer: no.
longer answer: you'd need to modify both the qbsp app and the engine to do so. If you can do that, then you can mod the engine to simply add extra precision to network coords (or just a multiplier to scale them instead). Which defeats the point in shrinking all the stuff running around.
note that many modern engines have no protocol-based map size limitations and indeed urre I think made some rediculous map with a cliff 10-15 minutes high (at 2000qu per second...). If that's not big enough, I don't know what is.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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all links = broken . can you please re-host here /or/ somewhere it wont be rage-lost on the internets plzWant to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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