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Quake Physics Help & Understanding

Started by CrimsonGT Sep 28, 2008 at 11:00 AM 10 replies 3.5k views
Original Post
CrimsonGT
CrimsonGT
So I have been working on a serverside mod for the valve game Team Fortress 2 based off Quake 3. The mod has been in development for around 8 months now, and as I start to finish up a lot of the features for release, I realize I still have not completed a proper strafe jumping modification. Just for background, I am using sourcemod (www.sourcemod.net) for all of the server type plugins. So I have been talking to coder after coder trying to find someone to do the best they can to emulate strafe jumping from Quake into TF2. Very few if any of the sourcemod coders are experienced with advanced math and 3d programming so I figured this might be the best place to post. I basically need to figure out how the original functions from quake are working, and what the best way to implement them into Team Fortress 2 is. Valve for some reason decided to remove a lot of accessibility with game events, so I am using extentions to prehook game events such as Player_Jump, and so on. Here are the original Q3 Strafe Jumping functions: http://ampaste.net/m4c8c69be Im not an advanced coder by any means, I can usually make what I need but nothing of this scale. So basically I kind of need some help in interpreting what these functions are doing exactly. Here is a video of someone doing the strafe jumping if anyone wants a reference...
Here are some functions built into sourcemod I think will be helpful for this... 1) GetClientAbsAngles(client, Float:ang[3]) -> Returns the client's position angle. 2) GetClientAbsOrigin(client, Float:vec[3]) -> Returns the client's origin vector. 3) GetClientEyeAngles(client, Float:ang[3]) -> Returns the client's eye angles. I think those will be the ones I need. Valve also implemented a "PreventBunnyJumping" function a month after release to prevent this...
However, with the help of one of the guys over at Sourcemod, I was able to write a detour and block that from being called. So that part is already taken care of. If I can get help at all from some of you guys more saavy in this department on where to go from here, I would be in depted to you!
MatsVed
MatsVed
Quote:
Original post by CrimsonGT
Team Fortress 2 based off Quake 3.


What?
grhodes_at_work
grhodes_at_work
Er, isn't TF2 based on the Source engine, not Quake 3?
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net
Billr17
Billr17
Quote:
Original post by grhodes_at_work
Er, isn't TF2 based on the Source engine, not Quake 3?


I believe that he is working on a mod for Team Fortress 2. This mods goal is to add functionality similar to that found in the game Quake 3. Right now he is attepting to add Quake 3 style jumping to the mod. At least thats how I read his post...

CrimsonGT
CrimsonGT
Quote:
Original post by Billr17
Quote:
Original post by grhodes_at_work
Er, isn't TF2 based on the Source engine, not Quake 3?


I believe that he is working on a mod for Team Fortress 2. This mods goal is to add functionality similar to that found in the game Quake 3. Right now he is attepting to add Quake 3 style jumping to the mod. At least thats how I read his post...


Thats correct. :)
grhodes_at_work
grhodes_at_work
Ah, thank you! I misunderstood.
Graham Rhodes Moderator, Math & Physics forum @ gamedev.net
CrimsonGT
CrimsonGT
Anyone that can help me?
owiley
owiley
actually half life is based off id tech engine so he only needs to convert elements back to the originals. If you dont believe do the research
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Jroggy
Jroggy
Quote:
Original post by owiley
actually half life is based off id tech engine so he only needs to convert elements back to the originals. If you dont believe do the research

Half Life is, the Half Life 2 engine (Source) is not, which is what he is using.
I'd help you, if I could, sorry.
owiley
owiley
Quote:
Original post by Jroggy
Quote:
Original post by owiley
actually half life is based off id tech engine so he only needs to convert elements back to the originals. If you dont believe do the research

Half Life is, the Half Life 2 engine (Source) is not, which is what he is using.
I'd help you, if I could, sorry.

actually its a smiple port
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owiley
owiley
Yes half-life 2 is based on a heavy modified goldsrc engine which is based on quake 1/2 Quakeworld engine plus the code was leaked some time ago soim pretty sure of myself cause i ran across its host the on some site which i dont remeber when i had problems with header file it had the whole src just about
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CrimsonGT
CrimsonGT
Yeah, a lot of stuff is still very similar. They still use 800 gravity, movement units, etc. I am just trying to figure out some psuedo code to make it as similar as possible.

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