UT style dodging

Developer discussion of experimental fixes, changes, and improvements.

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Postby lda17h » Thu Sep 17, 2009 3:37 pm

alphagod wrote:Nice! I really like this gj lda17h, I think it will add a lot of depth and even help with things on the new weapon balance coming up, you should be able to customize the double key press time as well, aka if you want to dodge if you press the same key one after the other in one second. If you can get this done just set the cvar to 0 and you can disable dodging clientside.


Well, there's the cvar

dodge_double_time

which controls exactly that in above diff...
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Postby Mizu Kitsune » Thu Sep 17, 2009 4:01 pm

lda17h wrote:
FraNcoTirAdoR wrote:Its a great idea to add this feature as a client side option, people could choose whether they want to use it or not by simply toggling a button in the menu or putting a tick into a box ;)


Hmm, as my knowledge of the Nexuiz engine and QuakeC in general is quite limited: What would be involved in doing this?

dpextentions.qc could be used in the same way that it was (way back in dpmod) to allow ducking, basically you would make it vector/impulse push the player to the side instead of ducking. but can also be used to dash forward and backwards as well, something that would be a great implementation and can be used by moders to make a 3rd person arena style game or like some of the half-life mods that use such implementation like the new naruto mod for hl or like igii gunz when the player has the melee weapon. +1 for implementation.
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Postby lda17h » Thu Nov 26, 2009 12:41 pm

I created a small movie to show off the dodging code :)

http://www.youtube.com/watch?v=CVDFQIQQE8Q

It's not the clearest but i wanted to show it in a match..
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Postby Blµb » Fri Nov 27, 2009 11:36 am

There are still some things missing:
Not falling off edges when holding the walking key.
Walljumps
Rolling (like in Jedi Knight) (dodge forward + rolling afterwards would be useful to quickly move through a dangerous area)
And climbing :P

Then it would be perfect hehe :P
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Postby lda17h » Fri Nov 27, 2009 3:49 pm

Blµb wrote:There are still some things missing:
Not falling off edges when holding the walking key.
Walljumps
Rolling (like in Jedi Knight) (dodge forward + rolling afterwards would be useful to quickly move through a dangerous area)
And climbing :P

Then it would be perfect hehe :P


Actually i'm with you.. Combined with bunny hopping that would be the most awesome movement in a FPS ever :)
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Postby lda17h » Fri Nov 27, 2009 4:40 pm

lda17h wrote:
Blµb wrote:There are still some things missing:
Not falling off edges when holding the walking key.
Walljumps
Rolling (like in Jedi Knight) (dodge forward + rolling afterwards would be useful to quickly move through a dangerous area)
And climbing :P

Then it would be perfect hehe :P


Actually i'm with you.. Combined with bunny hopping that would be the most awesome movement in a FPS ever :)


After a bit of thought: We have the laser for walljumps. That's the better solution imho.. I liked how in UT your character did a roll in the air when dodging sometimes. Don't remember whether that changed the hitbox, too..

It would be cool if you had a lot of speed and landed while crouched, then you'd start rolling until you uncrouch..
Of course the view has to tumble around you, so your fighting skills are impeded during this sort of action :)
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Postby k0jak » Wed Dec 02, 2009 12:56 am

Well don't over-complicate it imo.

Don't do the effect's fighting if you roll etc, not sure about ground roll's but I know what you mean about the roll's in air.

As far as I know in UT / UT2004 it doesn't effect the hitbox, but not certain :)

Nice video also, more video when you've got the basics more tweaked?
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Postby Lee_Stricklin » Wed Dec 02, 2009 2:27 am

k0jak wrote:Well don't over-complicate it imo.

Don't do the effect's fighting if you roll etc, not sure about ground roll's but I know what you mean about the roll's in air.

As far as I know in UT / UT2004 it doesn't effect the hitbox, but not certain :)

Nice video also, more video when you've got the basics more tweaked?


Unreal and Unreal Tournament use a cylinder I believe.
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Re: UT style dodging

Postby Yoda almighty » Thu Jan 07, 2010 8:24 pm

quick question: how do I implement this? (what do I do with the code)
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Re: UT style dodging

Postby lda17h » Thu Jan 07, 2010 11:49 pm

Yoda almighty wrote:quick question: how do I implement this? (what do I do with the code)


Well, i based this on an SVN version of nexuiz, but i guess you might try the following, assuming you use linux:

* Copy and paste the above diff into a text file, call it e.g. dodging.diff
* Then unzip the nexuiz source archive which is shipped with the 2.5.2 release.. It's called something like Nexuiz/sources/gamesource20091012.zip
* You need to have an installation of fteqcc. Finding the right version is a bit of a challenge. Don;t know whether you can just try to compile the one shipped, too
* change into the qcsrc directory which should have been exrtacted from the gamesource zip
* Then do
Code: Select all
patch --dry-run -p1 < /path/to/dodging.diff


If that applies cleanly and you get no rejects, do

Code: Select all
patch -p1 < /path/to/dodging.diff


* Then run make and this process should create a file called csprogs.dat or something.. This needs to be copied into the (i think) data/ dir
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