Author Topic: Wall walking  (Read 3751 times)

Hunter-Killer

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Wall walking
« on: July 14, 2002, 03:23:51 am »
Hi Timbo. I just got back into Quake 3 coding because I miss it. I was wondering if you could give me a brief overview of how you went about wall walking. I know the code is there (and I have it) but I want to understand it and be able to create my own system. My true problem is the sloppy nature of bg_pmove. If I had a clear picture of what variable was responible for what I would be set.

Edge

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Wall walking
« Reply #1 on: July 21, 2002, 03:48:15 am »
Rusty here as well, but I'd suggest a new movetype, which is ignored on the gravity check, and that changes "up" vector to match the surface normal of the surface you're trying to crawl on. Transition from one surface to another is a little tricky for me to just guess up, though.

Timbo

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Wall walking
« Reply #2 on: July 29, 2002, 09:33:37 pm »
OK, kind of a late reply, but Edge really has the general idea. I don't really understand why you think bg_pmove.c is sloppy  :-? - in any case you should concentrate your study on the functions PM_GroundClimbTrace in bg_pmove.c and CG_smoothWWTransitions in cg_view.c

These are the main areas, but they are a tonne of places where assumptions that "up" was always {0,0,1} needed to be removed. I should also point out that the OSML applies. If you need any more help, gimme a shout.

Hunter-Killer

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Wall walking
« Reply #3 on: August 10, 2002, 05:22:17 pm »
I wasn't reffering to your code being sloppy. I was just saying that the original bg_pmove has a lot of uncommented code and a lot of repetitive code. Either way I decided to just find other projects until Doom3, Q3 mod making isnt as fun anymore, everything has been done that I can code under my own knowledge.

Kalash

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Wall walking
« Reply #4 on: December 03, 2002, 04:24:12 am »
hunter if you are looking for a challenge, pm me, u like unreal 2003 dont ya?
.K.A Lazysam