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id Tech 3 => cgame/game/ui => Topic started by: fromhell on December 15, 2009, 03:06:54 AM



Title: Half-Life isms?
Post by: fromhell on December 15, 2009, 03:06:54 AM
Half-Life has:

- Pushable crates (Don't know if this is possible)
- Breakable glass, wood, etc (func_breakable is possible)
- Rotating doors (func_door_rotating)
- Ladders (with entity, NOT surfaceparm)
- Use key to interact with environment and NPCs (possible)
- Manually activated buttons
- Switchable beams, kill fields, etc
- Scripted NPCs
- An alien critter weapon
- Laser guided RPGs
- Locational damage

If Udi wants his 'SOF2 remake' to happen we'll need these important 'hl' features to make a game more lively than a dull world of item pickups and convenient pre-opened doors (See: Gore)


Title: Re: Half-Life isms?
Post by: andrewj on December 15, 2009, 05:36:02 AM
- Pushable crates (Don't know if this is possible)
Quake2 has barrels you can push around, the same logic may work in Q3 too.


Title: Re: Half-Life isms?
Post by: SharpestTool on December 15, 2009, 11:55:17 PM
fromhell...

If you want inspiration...take a look at the RTCW and the ET source codes.  Most of those little gem's are in a q3-based package already ;)

ANDDDDDD word on the street is...ET and/or RTCW will be gpl'd with idTech 4.


Title: Re: Half-Life isms?
Post by: fromhell on December 16, 2009, 06:06:30 AM
- Pushable crates (Don't know if this is possible)
Quake2 has barrels you can push around, the same logic may work in Q3 too.
hl crates are brushes


Title: Re: Half-Life isms?
Post by: fromhell on December 17, 2009, 01:25:08 PM
If you want inspiration...take a look at the RTCW and the ET source codes.
But I hate the feel of those games. It's like q3, but on a linear "do this" rail.


Title: Re: Half-Life isms?
Post by: pulchr on December 17, 2009, 04:06:51 PM
i love the feel of the RTCW multiplayer. can't say i'm that thrilled about ET though.


Title: Re: Half-Life isms?
Post by: Falkland on December 18, 2009, 11:11:09 AM
If you want inspiration...take a look at the RTCW and the ET source codes.
But I hate the feel of those games. It's like q3, but on a linear "do this" rail.

ET source code has the same structure of q3 sources and has also a bit ( or not ) of OSP code inside.


Title: Re: Half-Life isms?
Post by: andrewj on December 23, 2009, 07:47:58 AM
Tremulous (among others) has code for a "func_door_rotating" entity.  I will look into porting it to plain ioquake3.


Title: Re: Half-Life isms?
Post by: andrewj on December 27, 2009, 05:36:46 AM
I was successful in getting the Tremulous func_door_rotating code working :D

I'll post a patch and demo map shortly...