Poll

Lower the Quad deck by 8 units, making the direct jump possible?

Yes
0 (0%)
No
2 (66.7%)
I'm an indecisive son of a gun so I don't know
1 (33.3%)

Total Members Voted: 3

Voting closed: September 02, 2011, 03:18:55 AM

Author Topic: Blood Run [Release Candidate 1]  (Read 31507 times)

Offline Whirlingdervish

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Re: Blood Run [BETA A]
« Reply #30 on: August 24, 2011, 03:24:03 PM »
Anyway, I've worked on a design for a teleporter and I'm trying to figure out how aerowalk got rid of the tele-pad particle effect... does anyone know?

Dunno if there's a better way, but, if you place the tele just far enough under the floor, the particles will cease but the teleport will still function.


:idea:



It takes about 10 or 11 units (fully below floor level) in the editor to accomplish this, and afaik it is the best way.

For the destination, I recommend using a "path_corner" entity to avoid having a teleporter destination pad showing.

Vae is also correct that you can put multiple teleporters overlapping each other to increase the size of the teleport field, as long as you target the same destination  (or path_corner)

In the attached map wddm05.bsp, you can see this type of teleporter setup in action.
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Offline Zeppelin

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Re: Blood Run [BETA A]
« Reply #31 on: August 24, 2011, 05:11:44 PM »
Anyway, I've worked on a design for a teleporter and I'm trying to figure out how aerowalk got rid of the tele-pad particle effect... does anyone know?

Dunno if there's a better way, but, if you place the tele just far enough under the floor, the particles will cease but the teleport will still function.


:idea:


in overrides i do something like this. dunno if this is what you want

ex:
}
{
"target" "tele1"
"targetname" "killtele"
"angle" "0"
"origin" "1200 -1065 -1078"
"classname" "misc_teleporter"
}
{
"classname" "trigger_always"
"origin" "1200 -1065 -1078"
"killtarget" "killtele"

that will make the teleporter invisible.
_____________________________



if you want to add some kind of effect just add something like this:

}
{
"classname" "func_timer"
"origin" "1200 -1065 -1078"
"spawnflags" "1"
"target" "teleffect"
"wait" ".5"
}
{
"classname" "target_temp_entity"
"origin" "1200 -1065 -1078"
"style" "21"
"targetname" "teleffect"

where "style", in this case 21, is a big BFG explosion.

but you can add target_temp_entities like:
17) Rocket Exp Water
18) Grenade Exp Water
20) BFG Explosion
21) BFG Big Explosion
22) Boss Teleport



in case you want to hide the spawn pad of destination add:

}
{
"targetname" "tele1"
"angle" "0"
"origin" "2148 705 -1078"
"classname" "info_notnull"

i think its everything correct, didnt test it but seems ok  ;D


Thanks to X7 (the Q2pedia)  :lolsign:
« Last Edit: August 24, 2011, 05:26:38 PM by Zeppelin »
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Offline Whirlingdervish

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Re: Blood Run [BETA A]
« Reply #32 on: August 24, 2011, 05:20:58 PM »
the killtarget method above works too, and it's very effective if you want a teleport field "floating" in midair without a teleporter visible.

it would work for any teleporter where you don't have enough ground in which to hide the entire teleporter model.

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Offline X7

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Re: Blood Run [BETA A]
« Reply #33 on: August 24, 2011, 05:36:25 PM »
See attached









X7
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Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #34 on: August 25, 2011, 10:55:00 AM »
Hey Muerte! Watch this demo in OpenTDM...
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Re: Blood Run [BETA A]
« Reply #35 on: August 25, 2011, 10:57:37 AM »
Thanks people, I've got the tele pads, tele destinations, and the spawn pad over the glass floor all invisible now :) Next thing is to add a whole bunch of tele triggers for each portal so you can jump at the portal and not miss the trigger.
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Offline adz1La

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Re: Blood Run [BETA A]
« Reply #36 on: August 25, 2011, 02:55:07 PM »
map needs a couple more rocket ammo$$
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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #37 on: August 25, 2011, 03:19:28 PM »
map needs a couple more rocket ammo$$

hmm.... that sounds like it might be cool :)
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Offline Muerte

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Re: Blood Run [BETA A]
« Reply #38 on: August 25, 2011, 04:34:17 PM »
Hey Muerte! Watch this demo in OpenTDM...

oke
u still need to lower quad "platform" (dont forget q2 player is smaller then q3 player and he cant jump that high) because its game changing point
u  must jump from ya or double from floor to quad

« Last Edit: August 25, 2011, 04:38:16 PM by Muerte »
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Offline Muerte

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Re: Blood Run [BETA A]
« Reply #39 on: August 25, 2011, 04:36:45 PM »
map needs a couple more rocket ammo$$

nah

played q2ztn3dm1 over 50 times in duel  during years and u dont need more rocket for sure

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Offline VaeVictis

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Re: Blood Run [BETA A]
« Reply #40 on: August 25, 2011, 08:22:34 PM »
Hey Muerte! Watch this demo in OpenTDM...

oke
u still need to lower quad "platform" (dont forget q2 player is smaller then q3 player and he cant jump that high) because its game changing point
u  must jump from ya or double from floor to quad



why is that exactly important? i think having to be more creative with your jumps is a good thing :) ive played bloodrun hundreds and hundreds of times, and i never really saw it being an issue... even watching more top tier play on it, its not really an issue at all
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Offline themuffinman

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Re: Blood Run [BETA A]
« Reply #41 on: August 26, 2011, 12:05:23 AM »
@Muerta:
I've already told you it is not possible to directly jump to the Quad deck in vanilla Q3, and you could easily go and see that for yourself but instead it seems I need to be a bit more specific with you, so here goes:

Firstly, the Quad deck is 64 units above the PG or HB floor, both in ztn3dm1/ztn3tourney1 and this version. So in that respect, it is identical.

Secondly: Q3 calculates its maxiumum barrier size jumpable like this:

Variables:
Gravity = 800;
Jump velocity = 270;
Max step height = 18;

Formula:
[0.5 * gravity * (jumpvelocity/gravity)^2] + max. step height
= [0.5 * 800 * (270/800)^2] + 18
= 45.56 + 18
= 63.56 units
--------------------->

Since that is less than 64 units, and a direct jump to Quad would be 64 units, it is not possible to achieve that jump in vanilla Q3. CPMA and QL increased step height from 18 to 22, which means that under normal circumstances you can jump a barrier of 67.56 units, which makes that jump possible. Even though Blood Run for Q3 was coincidentally originally released on the same day as CPMA's first Beta version came out, CPMA was not mentioned anywhere in the readme file (infact, it implies it was made for normal Q3):
http://www.lvlworld.com/#c=m1&i=203&d=19%20Aug%202011&m=All&t=ztn3dm1&p=readme

Coupled with the inability to make that jump in the original, Q1 version, it is safe to say that ztn intentionally wanted access to the Quad deck to be via the stair railing.

It makes perfect sense that the direct jump isn't possible in the classic version. Tourney may be a different situation since that window deck only offers a little bit of ammo, but I want each version to have the same geometry since ztn didn't alter the geometry in the Tourney version released a few months after ztn3dm1.

Also, Q2's maximum barrier jumpable is very similar to that of Q3 (minus a few physics glitches in Q2).

And not that it matters, but Q2 and Q3 bounding boxes are almost the same size when standing (Q2's is 32x32x56 and Q3's is 30x30x56). If Q2 players seem smaller, it's probably because the view height is 4 units lower and/or there's not much air acceleration compared to Q3 and thus horizontal jumping distance is smaller, making maps seem bigger in relation to the player.
« Last Edit: August 26, 2011, 12:08:25 AM by themuffinman »
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Offline adz1La

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Re: Blood Run [BETA A]
« Reply #42 on: August 26, 2011, 12:22:03 AM »
map needs a couple more rocket ammo$$

nah

played q2ztn3dm1 over 50 times in duel  during years and u dont need more rocket for sure



there needs to be atleast one by the rl spawn.
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Offline Muerte

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Re: Blood Run [BETA A]
« Reply #43 on: August 26, 2011, 04:42:24 AM »
map needs a couple more rocket ammo$$

nah

played q2ztn3dm1 over 50 times in duel  during years and u dont need more rocket for sure



there needs to be atleast one by the rl spawn.

sry ur right i was talking about q2ztn3dm1

didn't bother about item placing because huge quad platform mistake


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Offline Muerte

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Re: Blood Run [BETA A]
« Reply #44 on: August 26, 2011, 05:03:43 AM »
@themuffinman

didnt quote your message to save forum space ;)

let me explain smth

played q3 ztn3dm1 since 2/2000
played q3 ztn3tourney1 since 3/2001
played q2 q2ztn3dm1 since 2005
played ql BloodRun since 2009

and im not only one who know how to play (check few BloodRun demos in q3/ql)
what is your target groups? q1 players or q3/ql players who would like to play same map in q2

check how ztn3tourney1 look and fix your mistakes
or continue to be stubborn  and leave it like this

and plz start q3 and check map before u start writing statements what is possible or not
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