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File: 1781719616937920.webm (3.82 MB, 1920x1080)
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So, you're telling me that MachineGames figured out how to make ladders in a fucking Quake engine, but Bethesda can't make them in their own engine?
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>>749532174
And now it’s going to be even worse.
Get ready for only jeet-coded games with AIslop in the future.
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>>749532174
>ladders
It's just a really steep slope that looks like a ladder.
Retard
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>>749532174
Didnt half life already do this back in 1998? It was just a heavily modified quake 1 engine and it had ladders
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>>749533167
>It's just a really steep slope
No it's not you fucking retard, you can't climb steep slopes in this game.
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>>749533367
Yup

Bethesda can't figure out ladders meanwhile people are modding in parkour and freeclimbing into skyrim.

https://www.youtube.com/watch?v=ln-JKz8uMLs

https://www.youtube.com/watch?v=2fa4U-0IGXo

Todd just has an incompetent and lazy team
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>>749534353
retard
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>>749534353
yes thats basically how you implement it in code...
>>
Nobody gives a shit about your boomer bullshit faggot
you and the 30 other old fags can suck each other off on one of your garbage maps with shitty graphics
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>>749534886
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>>749534742
not the guy you're replying to, and i don't know what they did for sure, but i'm fairy sure this is not what they did

the reason that it looks like that is because your character can most likely walk up a "stair", which could be something like 8 units in height, but would be unable to walk up a ledge 10 units in height
the "ladder" there is simply 8 z units or whatever is under the threshold of a stair instead of a ledge is, then has a depth (x or y) of 1 unit for each rung of the step
it's not treated as a slop because you'd slide down a slope, instead your player's box is resting on a very narrow surface that is 8 or so units above and below another one
you can walk up the "ladder" (actually stairs) swiftly because you're moving only one unit forward for each step and the ascent time is otherwise instant
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>>749532174
this is just a really steep staircase, which is also how ladders were made in og doom and build engine games
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>>749535074
sure you could use the z axis, but then i'd ask if there is jumping in the OP's game
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>>749534353
this still exists in modern games, especially ones built on quake's engine like TF2
you make an enormous amount of really small stairs, as tall as is possible to walk up in one step, but so thin you instantly move to the next one, making it very fast and very smooth
the speed at which ranger ascends that ladder is a dead giveaway, it looks exactly the same in TF2
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>>749535094
This, it's really just a bunch of 1-2 unit deep brushes at the maximum possible height you can still step up it. It's why going up the ladder in the webm feels a little like teleporting.
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>>749534714
>>749534742
Fucking retards, in this game if you try to climb really steep slope you will slide down
>>749535074
>>749535094
These anons get it. It really just a small staircase.
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>>749532174
Is DOTM playable in source ports or is it stuck inside Kex?
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>>749535914
Yes, I'm playing it in vkQuake. Dawn of the Machine is also supported. Just make sure you're using ALL modern paks since they've modified id1 paks and old ones aren't supported with new expansions.
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>>749535735
it's just a staggered slope brainiac
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There are ladders in Doom wads.
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>>749532174
Machinegames also showed they know how to make Quake maps when the community that has been making them for years can't make anything close to that level of quality.
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>>749533167
Wrong, its a really steep staircase. There is a big difference between stairs and slopes in Quake.
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>>749538008
Its slope with the texture of stairs. All games based on Quake are unable to create staircases that don't make players feel nauseous, so they simply use slopes for their level geometry.
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>>749532469
grim
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>>749539281
You are wrong. They are steps.
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>>749532174
>>749534685
>no actual climbing animation
>player literally just hovers into the air
uncslop trash
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>>749532174
starfield has working, animated ladders though
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>>749539327
retard
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>>749539385
Quake is about going fast, we don't have time for useless frivolities like getting stuck in an animation for climbing a ladder or pressing a button
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>>749539441
Only retard here is you. A slope that steep wouldn't look like that when you go up it. It is very obvious he is being teleported up every rung of the ladder as they are ledges stacked on top of each other with a height below the players step size. You clearly don't actually play Quake but decided to come into the Quake thread and act like you know what you're talking about.
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>>749539385
This is actually the only good way to do it.
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>>749539385
>nooo you can't just keep full control and make ladders part of the fun, you have to disable combat abilities and show the hands grabbing each rung in sequence or even better a switch to third-person to see the feet climbing too, and I like to do the thing where you hold sprint and slide down the ladder like it's a fireman's pole, I love doing that in every single modern game
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>>749539561
this but unironically
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>>749533167
Hi Anon, hope you're doing well.
>>749538008 is correct that it's a very steep staircase. This is an old, old mapping trick, as old as using spike shooters for logic gates, and certainly nothing new that Machinegames discovered. Quake lets you walk onto brushes that are at most 18 units taller than the one you're on, but there's no requirement for actual space to stand on, so if you make a bunch of increasingly taller walls one unit wide each, the player will rocket up the layers when they walk into it just like the OP webm. The same method shows up in a lot of custom TF2 maps, being on the Source engine and sharing Quake mapping and movement quirks, but not supporting an actual func_ladder entity like Half-Life has. If it were a very steep slope (greater than ~45°), it would be too steep to slowly climb up.
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>>749535406
I never understood why they didn't port ladders into TF2 when TFC had it and it was already a thing implemented for HL2.
Sure, it doesn't fit the vision of their new game, but it could've at least been left for community servers to use on their maps
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>>749532469
Pretty sure if you asked AI to make working ladders, it would. Just goes to show how low the bar is with bethesda really.
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>>749539919
tf2 is a streamlined game compared to tfc and qwtf, aside from getting rid of all the menu bullshit, they cut out a lot of fluff like armor classes, +use in maps, etc.
use was left in in a very rudimentary form and some custom maps use it, but if anything tf2 is actually closer to original quake itself in how pretty much your only two actions are "move" and "shoot" with very little that stops or interrupts it (quake also doesn't have a functioning +use key, you just step on buttons or smack em with your axe). plus i do kinda like how not having ladders makes map designers be a bit more imaginative with how they connect- or don't connect- layers of a map area
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ladders are terrible for FPS anyway, no one actually likes using them and the devs don't like coding them
just use grav shafts or something, way cooler AND easier to implement AND harder to accidentally fall off of
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