Dimensions and movement data?
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Author:  vinny [ 07-03-2019 06:10 AM ]
Post subject:  Dimensions and movement data?

I've been mapping for Source and decided to give Q3 a try. With Source, there's a lot of detailed information on in-game units, such as player speed, bounding blocks, etc. Check this page: https://developer.valvesoftware.com/wiki/Dimensions

Where can I find similar info for Quake 3 and ioquake3?

Author:  ToKu [ 07-03-2019 02:13 PM ]
Post subject:  Re: Dimensions and movement data?

Eventually as a starting point: http://icculus.org/gtkradiant/documenta ... tm#mapinfo

Author:  vinny [ 07-03-2019 02:25 PM ]
Post subject:  Re: Dimensions and movement data?

Couple of questions:

- Jump velocity = 270; Is that 270 units per second?
- Max run velocity = 320; This is the maximum speed of the player, right? But how much does he accelerate per second, or per frame?

Author:  ToKu [ 07-03-2019 02:45 PM ]
Post subject:  Re: Dimensions and movement data?

Don't take this as guaranteed but if I remember correctly:
jump velocity = gravity * frametime
Walk accelerate = accelerate * frametime * wishspeed
These things mainly depends on frametime, this is why the jump heights heavily depend on framerate (which was discussed enough).
If you are interested you should have a look at the source code, mainly in the player movement code: https://github.com/id-Software/Quake-II ... move.c#L39
For mappers these values aren't important, though!

Author:  vinny [ 07-03-2019 07:30 PM ]
Post subject:  Re: Dimensions and movement data?

Except they are! It's important to know how fast the player can travel through your paths, as well as how fast/high he can overcome certain obstacles or find shortcuts.

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