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More Dimensions than you need

Started by Hugoagogo, June 01, 2008, 11:26:25 AM

Hugoagogo

Would it be possible even if its very difficult to build a map like this pic

(and this is one of the more sane ones)

with more dimensions than you need
could you make some kind of strange gravity shifters to do it or something
Hugoagogo - The evil and slightly mad scientist

Life has a rubbish respawn time

Thomsen

I think there was a thread about this before, use the search.

Survivor

No, a short and simple no. Engine limitations.
I'm busy. I'll ignore you later.

Hugoagogo

oh it would have been cool
grenades whould have gone crazy
Hugoagogo - The evil and slightly mad scientist

Life has a rubbish respawn time

Taiyo.uk

Is that a new class of alien for 1.2?


Reminds me of fisheye quake

epsy

could work with a very tweaked gravity, and a support for rotating bboxes

in other words, no, heh
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Le Compilateur

The physical part is feasible I think, it looks impossible but that's only because you expect everything to be vertical. You'd have to do a major gravity tweak to make it actually usable, not to mention the rotating bboxes.
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Rocinante

I think an Escher-inspired map would work out well, you just wouldn't be able to walk every place where one might expect you to be able to walk because of gravity and non-wallwalking classes.

But speccing it would certainly look cool at least :>
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techhead

Yes you could make that exact map, just not it Quake 3.
Prey runs a modified idTech4 engine and had less complex SP and MP maps then most M. C. Escher prints of the type, but you probably could make one.
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Hugoagogo

is it possible to make things that shift gravity in tremulous
Hugoagogo - The evil and slightly mad scientist

Life has a rubbish respawn time

epsy

it can only change the gravity in one direction, ie. down
Warning: All opinions expressed in my posts are mine and mine alone. Any connection to any group I am affiliated with - be it the ArmagetronAd Developers or any other group, is purely coincidental unless otherwise expressly stated. Don't be a dolt when you read my posts, as they *may* require some brainpower and thinking (also purely coincidental). Any opinion in my posts not expressed by me are purely figments of your imagination and will be dealt with accordingly.
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Hugoagogo

so no you can change the gravity
down is not changeing it
Hugoagogo - The evil and slightly mad scientist

Life has a rubbish respawn time

Taiyo.uk

Gravity only works in the Z-axis in the current tremulous engine. Only zero and positive values are valid, negative values are currently broken.

You'll have to look at the code to see how hard implementing vector gravity (i.e. "gravity" that can be specified in all three axes) will be.

Hugoagogo

Hugoagogo - The evil and slightly mad scientist

Life has a rubbish respawn time

techhead

0 gravity also sucks, as everyone ends up stuck to the ceiling for what seems like eternity.
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Samurai.mac

I'm sure you could make a variant of the ladder shader code which re-orientates a player to a specific plane.

Taiyo.uk

I just want to be able to specify "gravity" in all three axes in trigger_gravity brushes.

Hugoagogo

Hugoagogo - The evil and slightly mad scientist

Life has a rubbish respawn time

blood2.0

Quote from: Taiyo.uk on June 02, 2008, 02:06:25 PM
Gravity only works in the Z-axis in the current tremulous engine. Only zero and positive values are valid, negative values are currently broken.
no negative gravity works it makes everything bouncy. its really weird

Le Compilateur

-gravity just makes everything vibrate and you can't move. At least, that's my experience.
I'm a developer! If you'd like to contribute to the Equilibrium QVM project or download the latest version, please visit this thread.

QVMs now compile under Leopard; get the patch here. Requires SVN r1053 or later.

Odin

That would be why he said it's currently broken.

Taiyo.uk

Quote from: blood2.0 on June 06, 2008, 01:45:48 AM
it makes everything bouncy. its really weird
As I said, the technical term for this is "broken".

Hugoagogo

not guite the same but is it possible to user the ladder texture as a handrungs across rood kind of thing
Hugoagogo - The evil and slightly mad scientist

Life has a rubbish respawn time

Hugoagogo

is it possible to put handrungs across the ceiling with a modifyed laddershader mabey one with nonsolid parameters
Hugoagogo - The evil and slightly mad scientist

Life has a rubbish respawn time