Ivory Duke wrote:In Quake 1 there is an effect where any dropoff or hole will cause player friction to increase when their collision hull passes over it to prevent the player from falling off ledges when letting go of the movement keys, any plans to emulate this?
I have just finished adding a dropoff prevention.
If walking, FallPrevention() checks the direction player is moving.
If in that direction at a distance of the Player's Radius the height difference with the current FloorZ is higher than the player's Height, Velocity is forcefully set to 0.
It will be in the next update.
Thank you for this. Having tried it out, I will say that Quake 1's dropoff prevention was slightly different, it didn't lower the velocity
immediately, it was smoother. Given that you're not dedicated to being 1:1, it's perfectly serviceable, however.
Some additional suggestions:
If you're interested in tackling more Quake-specific movement, Quake had some simple physics in regards to the way the player movement is handled that results in some movement tech in Quake, Half-Life, and Source that may be worth looking into. One example of this is that in Quake and Half-Life, the angle of a slope will actually push players impacting it horizontally in the direction of the impact's incidence, preserving momentum. A good description of this and other effects is over on the Fortress Forever wiki, that mod having some fairly accurate recreations of Quake and Half-Life movement tech. For example, those aforementioned slope pops are called
trimps. Some aquatic movement tech similar to bunnyhopping is described in the article for
sharking, and both have links to videos showcasing their effects. These movement techs could probably be emulated, I imagine.
One other thing that may be more generally useful to all styles is emulating sliding down a wider variety of slopes, if possible. In regards to Quake, Quake 1 actually had the player slide
very slowly down even the shallowest of slopes, I wanna say as little as 20 degrees, but the later games were more lenient with keeping the player still on shallow slopes. I don't think it's really important to emulate Quake 1's behavior on this, though. Quake 1 was kind of silly in this regard.