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InsideQC Forums • View topic - Engine Side Footsteps

Engine Side Footsteps

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Re: Engine Side Footsteps

Postby drm_wayne » Tue May 06, 2014 2:29 pm

i had footsteps in qc before with cheap triggers to simulate wood/metal/mud and snow, but i want to have it in the engine ;)
The Node stuff looks interesting ;)
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Re: Engine Side Footsteps

Postby drm_wayne » Wed May 07, 2014 4:16 pm

I got the GetNodePoint stuff to work... well kinda... i dont get the texture under me, only above me which is weird..
How do you call the GetNodePoint?? GetNodePoint(ent->origin, ?whathere?);
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Re: Engine Side Footsteps

Postby Spike » Wed May 07, 2014 4:57 pm

vec3_t end, downdir = {0, 0, -1};
VectorMA(ent->origin, 128, downdir, end);
GetNodePoint(ent->origin, end);
change the 128 for different distances.
will fail when you're in the air or standing over a ledge, also when standing on a steep-enough slope.
(although really, if your center of gravity is over the ledge, you ought to fall off anyway!)
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Re: Engine Side Footsteps

Postby drm_wayne » Wed May 07, 2014 5:27 pm

ahh thx, im still not that good when it comes to the entire vec3_t stuff :wink:
at least it shows now the texturename under me... Now i need to find out how i adapt that to my frootsteps...
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Re: Engine Side Footsteps

Postby r00k » Thu May 08, 2014 2:32 am

Ya what spike said... though if you are in air you shouldn't make a footstep sound! :)

After playing awhile locally hearing generic footsteps for all surfaces its kinda funny to jump online and play DM and hear nothing.. makes me feel like im sliding around on glass! :O

Quake Live's footsteps makes me want this more and more in online games, but the DM community just DOESNT want it :(
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Re: Engine Side Footsteps

Postby drm_wayne » Thu May 08, 2014 5:28 am

Actually i dont play them local, i changed the code so they play with bots too :o
But im using "quiet" steps so you cant hear too much, also:
SNOW maps with snow footsteps makes the map feel so better :mrgreen:
You should update the tutorial 8)
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Re: Engine Side Footsteps

Postby Spike » Thu May 08, 2014 3:10 pm

snow-covered surfaces needs decals or something.
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Re: Engine Side Footsteps

Postby r00k » Fri May 09, 2014 2:37 pm

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Re: Engine Side Footsteps

Postby drm_wayne » Thu Aug 06, 2015 12:28 pm

Those footsteps are working fine for Quake, but i adapted the code to another mod which seems to use Halfllife
player hullsizes and the footsptes dont play (they only play if you crouch -.-), also this seems not to work with the shamber.
What do i need to change to make them play?
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Re: Engine Side Footsteps

Postby frag.machine » Thu Aug 06, 2015 9:31 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Engine Side Footsteps

Postby drm_wayne » Thu Aug 06, 2015 9:45 pm

Thanks, i will try it. And yes in qc its easier. :mrgreen:
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Re: Engine Side Footsteps

Postby r00k » Tue Aug 11, 2015 5:10 am

Yes, originally it was to include sounds based on the material; which i have 99% added just newver made the sounds :(
Darkplaces can do it fine in quakeC, as you can get texture names.
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Re: Engine Side Footsteps

Postby drm_wayne » Tue Aug 11, 2015 6:11 am

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