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Half-Life isms?
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Topic: Half-Life isms? (Read 2639 times)
fromhell
because leilei is trademarked
Administrator
GET A LIFE!
Cakes 1202
Posts: 13503
Half-Life isms?
«
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)
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NEVER ASK AN INDIE DEV WHEN IT'S DONE
TWITER.
STEAM GROUP
andrewj
Member
Cakes 22
Posts: 473
Re: Half-Life isms?
«
Reply #1 on:
December 15, 2009, 05:36:02 am »
Quote from: fromhell on December 15, 2009, 03:06:54 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.
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SharpestTool
Lesser Nub
Cakes -15
Posts: 124
Re: Half-Life isms?
«
Reply #2 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.
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fromhell
because leilei is trademarked
Administrator
GET A LIFE!
Cakes 1202
Posts: 13503
Re: Half-Life isms?
«
Reply #3 on:
December 16, 2009, 06:06:30 am »
Quote from: andrewj on December 15, 2009, 05:36:02 am
Quote from: fromhell on December 15, 2009, 03:06:54 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
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NEVER ASK AN INDIE DEV WHEN IT'S DONE
TWITER.
STEAM GROUP
fromhell
because leilei is trademarked
Administrator
GET A LIFE!
Cakes 1202
Posts: 13503
Re: Half-Life isms?
«
Reply #4 on:
December 17, 2009, 01:25:08 pm »
Quote from: SharpestTool on December 15, 2009, 11:55:17 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.
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NEVER ASK AN INDIE DEV WHEN IT'S DONE
TWITER.
STEAM GROUP
pulchr
Member
Cakes 31
Posts: 626
Re: Half-Life isms?
«
Reply #5 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.
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Falkland
Member
Cakes 6
Posts: 590
Re: Half-Life isms?
«
Reply #6 on:
December 18, 2009, 11:11:09 am »
Quote from: fromhell on December 17, 2009, 01:25:08 pm
Quote from: SharpestTool on December 15, 2009, 11:55:17 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.
ET source code has the same structure of q3 sources and has also a bit ( or not ) of OSP code inside.
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andrewj
Member
Cakes 22
Posts: 473
Re: Half-Life isms?
«
Reply #7 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.
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andrewj
Member
Cakes 22
Posts: 473
Re: Half-Life isms?
«
Reply #8 on:
December 27, 2009, 05:36:46 am »
I was successful in getting the Tremulous
func_door_rotating
code working
I'll post a patch and demo map shortly...
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