Quake Engine Perception Issues... When Will this Get Fixed?

Ever wondered why is it in a videogame which uses technology developed from the original Quake engine your weapons seen to have no prescence in the game’s world?

Look at it this way: remember DOOM? The guns were 2D. Even today, the weapons in all games using the Quake engine, including new titles such as CODMW2, are actually two dimensional objects with no prescence in the game world. They don’t bang into walls and whatnot.

What I’m wondering is, how could first-person shooters actually utilize 3D weapon models which actually have physical attributes, so every time I walk into a wall my gun taps it or slides across?

It’s generally looked upon as unnecessary and it’d conflict with what the player sees and what everyone else sees. There are little addons for Garry’s Mod that allow that, and they aren’t really helpful.

You mean like in crysis where if you get close to a wall or object you raise the gun? Or is a workaround not what you are looking for?

Good point ,but do we really have the answer to that ?

Well… technically getting the thing to work would require complex knowlege of… everything to to with FPS games. I guess the Crysis this is as close as we’re gonna get, but if there’s a dev team actually working on a better way of doing FPS you guys gotta let me know.

View models are huge, so allowing interaction would cause a bit of odd problems like hitting a wall when your 100 HL2 Units away ( It would be like knocking all the shit off your shelf when your across the room ).

It is possible.

The view model is currently not a solid and set to not collide with anything.
Change those two things and bam you got a interactive view model.

Before anyone asks, it will NOT BE a feature in BM.

Yeah… maybe someone could like get gears of war and somehow mount the view camera so it looked out of the guy’s chest, allowing the camera to show the gun from a sort of first person perspective… it would kill viewmodel problems, but then you’d have to have player models which looked weird. You’d probably have to have viewmodels for players, in an ersatz role-reversal.

BTW did you build the standard BMS unit the same length the same as the standard HL1 unit?

Changing the engine’s system of units would break everything

Okay, so the Source engine uses the same distance units as the Quake 1/2 hybrid the used for HL1. Interesting… Is setting the viewmodel to collide a next-generation feature or not, because I could probably fix Quake II or HL1 to do so if it was.

I do not know if the quake units are like Half-Life, but I do know HL1 and HL2 share the same mapping units where 16 units is about a foot.

https://developer.valvesoftware.com/wiki/Dimensions

Kane you fucking genious. I’ve been looking for somthing like this for about 2 weeks… Why I never looked at Valve I will never know. Kudos man, can’t wait for the BMS.

Killzone 2 had, if I recall correctly, a gun view model which would respond correctly to surfaces it touched.

Also mirrors edge, not sure about guns, but when you were close to a wall the viewmodel would put her hands up to brace herself against it.

Stuff like that really adds to immersion.

WANT! We should get Valve to build us the ultimate immersive game lol.

HL2+Eps is pretty damn immersive for me…

There was a mod for Unreal Tournament that allowed the guns to interact with the world geometry.

It was a very realistic mod at the time, but I can’t remember the name now.

Edit: ah, here it is https://infiltration.sentrystudios.net/

Oh, there was also Trespasser, a Jurassic Park fps game that was way too ahead of its time. That game had full blown physics, ragdolls, full body view, guns interacted with physic objects, iron sights, large outdoor maps, etc. All of this in 1998.

https://en.wikipedia.org/wiki/Jurassic_Park:_Trespasser

That sounds fun, the most awesome thing that could ever be programmed into a videogame would be a fully-hudless game where the character’s body would totally react to the physics engine and world and there would be some way to check ones equipment by having the character look themselves up and down and selecting with a key, preferably very quickly. A bit like the new Alone in the Dark, but not shit. And faster. For example if my guy was carrying a boot knife and got knocked down, I’d hold shift, aim the crosshair at the bootknife and click to draw it and use it. Also dropping one’s weapon when knocked over would kick ass.

https://www.youtube.com/watch?v=rW-7uatehx4#t=6m30s

WOoooo… Your game is so much better than Half-Life 1… with this rubber wrist xD

trespasser shows why FPS games settled for the quake-style viewmodel and a regular hud.

Sounds like a pain in the ass if I wanted to stand up against something AND shoot it, or just simply shoot around it.

Although, sounds for guns clacking up against the wall as you walk into them sounds simple enough, though it doesn’t seem worth the effort.(or any effort at all)

Infiltration had fuckawesome weapon length modeling. There was actually a difference between using a full-length assault rifle and a small submachinegun (other than power and recoil and such).

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.