Author Topic: Wall-walking Tyrant  (Read 3786 times)

Nosfore

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Wall-walking Tyrant
« on: April 21, 2007, 08:33:36 am »
Here is a demo of Wall-walking Tyrants.

http://www.sharebigfile.com/file/148679/wallwalkingtyrant-dm-69.html

It's something I wanted to test for some times now. I finally figured out how to load a QVM properly with instructions from CU|____ and TJW website. Thanks for making this fantasy possible.

Plague Bringer

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Wall-walking Tyrant
« Reply #1 on: April 21, 2007, 11:44:02 am »
Wait, do you mean wallwalking tyrants with correctly alligned hitboxes or benmachine's mod wallwalking tyrants (screwed up hitbox)?
U R A Q T

Nosfore

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Wall-walking Tyrant
« Reply #2 on: April 21, 2007, 04:41:27 pm »
I don't know about benmachine's mod, nor if hitboxes aligned correctly. However, I know that the Tyrant view was not aligning to the wall surface normal.

It was a late night challenge I set myself to. I just recompiled game.qvm giving Tyrants the Wall-walking abilty and then struggled to understand how to make the game load it. I had a lot of fun.

benmachine

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Wall-walking Tyrant
« Reply #3 on: April 21, 2007, 06:17:12 pm »
The view probably didn't adjust because the setting is in bg_misc.c (bg = both games, client and server). What this means is that while the server thought right, move him up the wall like this, and around on the wall corresponding to his commands, the client thought wtf, he can't wallwalk, do not under any circumstances rotate his camera to correspond with the server movement. In order for the client's UI and camera to adjust properly, you need to compile a cgame.qvm too, pk3 it, and force a client download.
benmachine

Nosfore

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Wall-walking Tyrant
« Reply #4 on: April 22, 2007, 03:51:59 am »
Thanks for the info. Most interesting.

Did you actually manage to get it right in your mod?

benmachine

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Wall-walking Tyrant
« Reply #5 on: April 22, 2007, 01:37:22 pm »
Quote from: "Nosfore"
Thanks for the info. Most interesting.

Did you actually manage to get it right in your mod?


Well, I got the view rotating and controls making sense (simply by compiling a cgame.qvm too and forcing clients to download it in a pk3), but as others have mentioned, the bounding box of the player remained upright (this is why grangers and dretches have unusually tall bboxes, so that they are cubic and do not need to change). In addition, the muzzle point, I think it's called, the point from which your bullets are fired, depends on your bbox, so when you are wallwalking it is clearly not where your crosshair is. Neither of these are fixable without either 1) serious hackery or 2) heavy engine modifications. Of course, my mod being all about insanity, I haven't let either of these worry me.
benmachine

^Black

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Wall-walking Tyrant
« Reply #6 on: April 22, 2007, 07:59:09 pm »
This stuff is fun to play with, haha
 :wink:

Patriotpie

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Wall-walking Tyrant
« Reply #7 on: April 24, 2007, 05:23:29 am »
I rofl'd :D