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Half-Life map format in q1 [Video]

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  • Half-Life map format in q1 [Video]

    These videos were recorded on Avirox's server running Half-Life maps.

    1.




    2. Bridge



    3.



    4.



    5. It turns out those lights that emit a thick light are rotating objects (brushes with alpha transparency).



    6.



    7.

    Last edited by Baker; 11-09-2008, 03:01 PM.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

  • #2
    Again, really cool stuff

    *beepbeep*
    *beepbeep*
    *beepbeep*

    Comment


    • #3
      hmm i noticed he jitterd into the ground a lot
      any idea why?

      Comment


      • #4
        Originally posted by metchsteekle View Post
        hmm i noticed he jitterd into the ground a lot
        any idea why?
        He was "crouching". Avirox didn't have a crouching player model to use, so I'm assuming he lowered the player position as a temporary measure for testing.

        On the test server, you bound +crouch to a key. Half-Life requires a lot of use of crouching to crawl through vents and between rocks, etc.

        /To see a crouching Quake player, this mod has one:

        http://www.speeddemosarchive.com/qua...ools/dme11.zip
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #5
          Originally posted by metchsteekle View Post
          hmm i noticed he jitterd into the ground a lot
          any idea why?
          Prediction errors with FTE. Right now playing coop on half-life maps is a little wonky. I'm hoping that Spike might address this if he can (might be a client prediction error as well, since I was using fuhquake there). At the very least, playing single player should be fine.

          Last night I got the disaster intro working (more or less :x). What's massively missing are the environmental sounds, and many of the particle/beam effects which I think can be done through scripted particles and such, though I have no experience with that. Also, I have no sane replacement for that ceiling monster yet. Nonetheless, a preliminary release w/ source code shouldn't be far off =)

          Comment


          • #6
            Are those prediction errors caused by the hull size differences?
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

            Comment


            • #7
              i believe so. EZQuake and Fuhquake only account for normal quake map hulls. FTE *should* account for all 4 half-life map hulls sizes, but neither I nor Baker were using FTE at the time. Plus the crouched quake model doesn't exactly match up to half-life's.

              Half-life Hulls:
              #define VEC_HULL_MIN Vector(-16, -16, -36)
              #define VEC_HULL_MAX Vector( 16, 16, 36)
              #define VEC_HUMAN_HULL_MIN Vector( -16, -16, 0 )
              #define VEC_HUMAN_HULL_MAX Vector( 16, 16, 72 )
              #define VEC_HUMAN_HULL_DUCK Vector( 16, 16, 36 )

              #define VEC_VIEW Vector( 0, 0, 28 )

              #define VEC_DUCK_HULL_MIN Vector(-16, -16, -18 )
              #define VEC_DUCK_HULL_MAX Vector( 16, 16, 1
              #define VEC_DUCK_VIEW Vector( 0, 0, 12 )

              Quake Hulls:
              vector VEC_HULL_MIN = '-16 -16 -24';
              vector VEC_HULL_MAX = '16 16 32';
              vector VEC_HULL2_MIN = '-32 -32 -24';
              vector VEC_HULL2_MAX = '32 32 64';
              vector VEC_CROUCH_MAX = '16 16 18';

              Comment


              • #8
                Hey avirox, I know your current func_ladder isn't the best but can you make sure you post it somewhere before you replace it.

                It seems like it would be some good code to simulate a current in a river.
                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                Comment


                • #9
                  It's really simple, actually. Here it is:

                  Code:
                  void () ladder_touch =
                  {
                  	local vector pvec;
                  
                  	if (other.classname != "player")
                  		return;
                  	
                  	makevectors (other.v_angle);
                  	pvec = v_forward;
                  	pvec = (pvec * 250);
                  	other.velocity_z = pvec_z;
                  };
                  void () func_ladder =
                  {
                  	InitTrigger();
                  	self.touch = ladder_touch;
                  };
                  It was just made real fast so that people can get up/down places, but doesn't take into account player movement keys so well.

                  Comment


                  • #10
                    Note:

                    I made a topic about this at Inside3d in this thread.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #11
                      i remember playing some counter strike maps in quake a long time ago. We would load them up and run them on a server. I think we were using mhquake to play it though. or some other engine of the day. We played dust and some other map with an airplane in it. vaguely remember now.

                      Comment

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