Nice! I am definitely going to check out the source code! I used to work on a Quake clone fan project for about a year. I remember lowering the characters speed by 50% because I couldn't prevent the player going through walls! XD
Continuous collision detection is your best friend - no more going through walls :) This was also my Quake clone project thing but I took a more "copy and paste" approach. Most of the code is actually adapted Q2 code which means that it behaves identically but is also quite limited by usage of BSP maps.
Could you explain how the ramp sliding/bump works, does it have to do with the code handling collision? I have some knowledge of quake movement code but only a bit and I want to see what I can learn
can you make a short video going over how to actually import the project into unity. there are instructions on github but they are kinda vague to a beginner like me. thanks.
How did you recreate the Trace function? I'm trying to convert Quake 1 movement into Unity but can't for the life of me figure out how they're retrieving collision data (i.e. the trace function). I've managed to recreate the movement almost 1:1 however mounting steps and general collision detection using Box Colliders and whatnot seems to be really flawed in Unity.
Hey man. I can agree that unity collision detection systems are not working very well with this... What I do is I import BSP maps from q2 and I run q2's collision detection on them.
will you release any documentation on this or information you followed to get to this point Quake 2 had the best movement of any fps not just for jump maps but actual fps games.
Cloned the repo and opened in Unity. The play button just brings up an empty scroll rect so I can't play. There appears to be no real player controller in the project. Unfortunate I don't really want to have to decipher what you are doing in that messy sample scene, was hoping there was just a simple controller prefab but there is none.
@@q2unity907 Haha, it's not unfortunate ;) Your code is very cool man, I've learned a lot. Especially finally understood the pak file format; I somehow always wondered if it is complex... wow, just a header and binary data to slice, then load, no compression ;) Well, yeah, seems that without the mod files it will not work like in your video? I've only looked around 5mins at it and only had the demo pak files at hand; will try tomorrow again with full version pak files and check for the mod files if they are somehow made by you or if I can find them on the net... still making my mind up on all of this; so far I've understood that you're implementing the whole physics on your own, collision model on your own etc.; pretty cool! If you could provide any files/docs to replicate the behaviour that is shown in this video, it would help alot understanding code & outcome easier, that's for sure. But I can also debug my way start to end :D
can i ask why in some parta the engine was running at 120 fps and then at some parts 66 and then 22 at others? was that just optimization issues causing loss of frames? or on purpose showing off stuff working at different frame rates?
Some movement tricks are only possible with specific physics framerate and that's why the fps is being changed. This also proves that the movement behaviour is indeed the same as the original game :)
Many people asked about the source code for this project. Because of that I added a github link in the description. Have fun :)
Btw how do you add maps ?
how do i play this?
Thanks!
This is simply amazing. I've always enjoyed Q2's movement.
q2jump remaster coming!!! nice work!
Absolutely astonishing! Glad there are q2 projects alive!!
Nice!
I am definitely going to check out the source code!
I used to work on a Quake clone fan project for about a year. I remember lowering the characters speed by 50% because I couldn't prevent the player going through walls! XD
Continuous collision detection is your best friend - no more going through walls :)
This was also my Quake clone project thing but I took a more "copy and paste" approach. Most of the code is actually adapted Q2 code which means that it behaves identically but is also quite limited by usage of BSP maps.
@@q2unity907 Sadly, continuous collision wasn't enough for my game. But its cool that you ported old code to a new engine.
Haha! That's sick dude!
Where can I find that beautiful map from 2:53 ?
wooooow this is a very good job for unity
OMFG! AWESOME!
this looks unreal
dude this is awesome. currently trying to make a titanfall clone but I couldn't get the movement right. thanks for the example :)))
Wow this is impressive!
I have downlaoded the project but it doesnt work for some reason - when I hit play the screen just goes black?
How can I get maps for this
Could you explain how the ramp sliding/bump works, does it have to do with the code handling collision? I have some knowledge of quake movement code but only a bit and I want to see what I can learn
But my map list is empty, where to get the map like it in the video?
ngl i'm interested in this for 2 reasons.
BSP support and
Monster AI
Sorry to bother you but if I may ask what unity version were you using or will work with this project?
This looks great. Thanks for sharing the source files. If it’s easy, could you also share the q2unityt1 map file?
Hello, I think I lost the map file. I will share it if I find it though :)
can you make a short video going over how to actually import the project into unity. there are instructions on github but they are kinda vague to a beginner like me. thanks.
How did you recreate the Trace function? I'm trying to convert Quake 1 movement into Unity but can't for the life of me figure out how they're retrieving collision data (i.e. the trace function). I've managed to recreate the movement almost 1:1 however mounting steps and general collision detection using Box Colliders and whatnot seems to be really flawed in Unity.
Hey man. I can agree that unity collision detection systems are not working very well with this... What I do is I import BSP maps from q2 and I run q2's collision detection on them.
I can not get this to find any quake 2 bsp
I have tried re-creating you're file path and changing the "mod" file path to something else
This doesn't work anymore. When I load into unity it just shows a sideways loading bar that's it
Nice
Can you show us how you converted the files bsp maps and c scripts to work with unity ?
I added a github link in the description :>
@@q2unity907 how do i play this?
Awesome job!
how did you make the thing on the bottom left? I really like that
When i click play button, there is no maps. Can you help me
one question, can tell us how to add maps?
Hello, I'm having hard time with this "mod folder" thingy. I've set the Quake 2 path but it keeps saying "invalid modname!", please help man.
how do you setup the player
Hi, nice work, do you know how to open quake ii maps as 3d objects or something like that? thanks...
We've encountered tracing problem in Unity, and along with lots of other stuff moved to UE. Are you making a game, or it's just concept/tech demo?
Who is "we"? So far it's been a tech demo more than a game but I'm working on some core game-like features right now :)
@@q2unity907 Me and couple more people are working to make a bunnyhop game, basically continuing Defrag lineage.
Nice! What kind of tracing issues have you had?
@@q2unity907 There was a bug with box tracing on close distances. I've reported but it was ignored..
Interesting, the OP says they are aware of the issue, so it definitely wasn't ignored. Keep in mind that this stuff is hard to do.
will you release any documentation on this or information you followed to get to this point Quake 2 had the best movement of any fps not just for jump maps but actual fps games.
totally... i wish that someone made a mutator for UT99 having Q2 movement mechanics implemented
i cant build this game. can you add a build to repository?
What version of Unity did you use? When I import it with Unity 2019.3.0a4 it tends to break so I wasn't sure.
in the version file, it was 2019.1.14f
this feels so much like a quake 2 clone
music name please
how do i get this into my unity
Jumping sound should be more stroggy! (unless it is an educational project for kids who want to become serious trickjumpers in future)
This is just a test build and the sounds are far from their final form :)
What's the background music here?
I'm really sorry man, I can't find it anymore :(
so peaceful
Yoga Zen Meditation Ambiance - Eureka
Could you turn this into a stand alone character controller that works with regular geometry
I would pay for that
I bumped into the same issue...
Cloned the repo and opened in Unity. The play button just brings up an empty scroll rect so I can't play. There appears to be no real player controller in the project. Unfortunate I don't really want to have to decipher what you are doing in that messy sample scene, was hoping there was just a simple controller prefab but there is none.
Yes, that's indeed very unfortunate.
@@q2unity907 Haha, it's not unfortunate ;) Your code is very cool man, I've learned a lot. Especially finally understood the pak file format; I somehow always wondered if it is complex... wow, just a header and binary data to slice, then load, no compression ;) Well, yeah, seems that without the mod files it will not work like in your video? I've only looked around 5mins at it and only had the demo pak files at hand; will try tomorrow again with full version pak files and check for the mod files if they are somehow made by you or if I can find them on the net... still making my mind up on all of this; so far I've understood that you're implementing the whole physics on your own, collision model on your own etc.; pretty cool! If you could provide any files/docs to replicate the behaviour that is shown in this video, it would help alot understanding code & outcome easier, that's for sure. But I can also debug my way start to end :D
WOW!!!
very similar to gldsource movement
Can I get the code for the movement for a game I’ve been working on please?
Check out the video description :)
nice
how the hell do i open this in unity
can i ask why in some parta the engine was running at 120 fps and then at some parts 66 and then 22 at others?
was that just optimization issues causing loss of frames? or on purpose showing off stuff working at different frame rates?
Some movement tricks are only possible with specific physics framerate and that's why the fps is being changed. This also proves that the movement behaviour is indeed the same as the original game :)
how do i play this ;ccc
How
Aliens 👽
make a movement controller asset, I would pay for that
This movement rimandmy halg life 1 for some reason
sadly the files are broken now and unless someone decides to fix em, they cant be recovered
What exactly is broken? I fixed one bug and updated the project to newer unity version 🤔
Can we get a source code of it ?
discord.gg/t8K6vnk ask here
We need with in android