Author Topic: object manipulation / clamber  (Read 1604 times)

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vladdrak

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object manipulation / clamber
« on: September 28, 2014, 07:34:00 PM »
watching gameplay i noticed that there is to be clamber and object manipulation in Quadrilateral Cowboy. i saw the same mechanics implemented in The Dark Mod, so now i wonder if QC actually uses TDM as a base instead of vanilla D3.
i'm kind of interested in this 2 mechs, so if you guys have any kind of info on them, please share. thank you!


EDIT: iodoom3
« Last Edit: September 28, 2014, 09:07:27 PM by vladdrak »

The Happy Friar

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Re: object manipulation / clamber
« Reply #1 on: September 28, 2014, 09:54:04 PM »
I want to say he started doing that before TDM became GPL, but you can always ask.  He's very open to answering questions.  Not in a "I want to show I'm better then you" way, but in a "I love to help" kind of way.

vladdrak

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Re: object manipulation / clamber
« Reply #2 on: October 06, 2014, 11:55:10 AM »
thanks for the quick respond (and sry for being late on that).
will do.

BielBdeLuna

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Re: object manipulation / clamber
« Reply #3 on: October 30, 2014, 10:25:35 AM »
do you mean the change of cursor? if so you could study how the cursor changes when talking to the NPCs in D3

brendonchung

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Re: object manipulation / clamber
« Reply #4 on: February 24, 2015, 06:41:27 PM »
I'm the developer of Quadrilateral Cowboy. QC uses the ioDoom3 codebase.

I wrote a short writeup on how I handled clambering here:
http://blendogames.com/news/?p=431
It's mostly brute-force tracelines. I'm pretty sure there's a more elegant way of doing it.

The object manipulation code is a modified version of Doom3 expansion pack's gravity gun. Many of its details were changed but the core of it is more or less the same.

trebor

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Re: object manipulation / clamber
« Reply #5 on: February 25, 2015, 04:43:14 AM »
Hey Brendon, good job with Quadrilateral Cowboy. I'm really looking forward to play this quite different game.