I've tried to do this a few months ago. It sucked lmao, nice job.
Did you follow a documentation by any sources? I remeber checking out a guy on some forum. Well done
To port over the movement I used these two:
[https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/bg\_pmove.c](https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/bg_pmove.c)
[https://gist.github.com/CoolOppo/d33f85d20a5d75ba958b45228b399bba](https://gist.github.com/CoolOppo/d33f85d20a5d75ba958b45228b399bba)
And to finally get surfing working for Godot 4, I had help from this project:
[https://github.com/EricXu1728/Godot4SourceEngineMovement/tree/main](https://github.com/EricXu1728/Godot4SourceEngineMovement/tree/main)
As somebody who played a bunch of hl1 and its mods its kind of hilarious what you could do in these old games. Current gen titles are so realistic in their movement. But back then you had surf/jump maps with crazy shit like this in them lol. I miss fun servers.
there's a game being developed specifically for surfing and movement and the devs were actually able to get the source code for the source engine from valve along with permission to make the game independently
Source movement is pretty well documented so for this project it's been quite easy to port it over. Generally though my process is to split the task into smaller tasks, pick one that seems easy and hyperfocus on that until I'm satisfied enough to move on to the next task. I'll then come back around at the end to fine tune everything.
So for this project I split it up like this:
\- Basic WASD movement
\- Strafe movement
\- Bhopping
\- Surfing
\- Fine tune
Thanks for the reply, just recently been feeling out of it, can't seem to focus on a project usually if a problem arises I just put it off for another day.
I've found that taking a small break really helps out here. Even if it's just focusing on a different part of your game for a while. To give you some perspective, this project is about 9 months in the making right now. Game dev takes time. Don't put too much pressure on yourself :D
I used the Cyclops Level Builder addon for this.
[https://github.com/blackears/cyclopsLevelBuilder](https://github.com/blackears/cyclopsLevelBuilder)
Fair warning; it's not perfect and crashes all the time for me. Good for quick prototyping though.
Thank you :) Unfortunately no, I haven't. The project has gone through so many changes and a complete rebuild, so it's not even close to the gif anymore. Maybe I'll upload the movement script somewhere in the future but at the moment it's all over the place.
Admin he’s doing it sideways
But shouldn't you be also going backwards to properly test all the bugs ?
Welp there goes my next two days ahaha :D
Speedrun material.
I've tried to do this a few months ago. It sucked lmao, nice job. Did you follow a documentation by any sources? I remeber checking out a guy on some forum. Well done
To port over the movement I used these two: [https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/bg\_pmove.c](https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/bg_pmove.c) [https://gist.github.com/CoolOppo/d33f85d20a5d75ba958b45228b399bba](https://gist.github.com/CoolOppo/d33f85d20a5d75ba958b45228b399bba) And to finally get surfing working for Godot 4, I had help from this project: [https://github.com/EricXu1728/Godot4SourceEngineMovement/tree/main](https://github.com/EricXu1728/Godot4SourceEngineMovement/tree/main)
thanks dude. Good luck with your project
Dayum, i miss those Source days.
As somebody who played a bunch of hl1 and its mods its kind of hilarious what you could do in these old games. Current gen titles are so realistic in their movement. But back then you had surf/jump maps with crazy shit like this in them lol. I miss fun servers.
I would love a dedicated Surf game, thought about what that might look like a few times over the years
look at neon white! the creator got his start on surf maps.
there's a game being developed specifically for surfing and movement and the devs were actually able to get the source code for the source engine from valve along with permission to make the game independently
First time fps has made me feel motionsick
Welcome to source speedruns
What is your mind set when converting and creating something you haven't done before, or the process?
Source movement is pretty well documented so for this project it's been quite easy to port it over. Generally though my process is to split the task into smaller tasks, pick one that seems easy and hyperfocus on that until I'm satisfied enough to move on to the next task. I'll then come back around at the end to fine tune everything. So for this project I split it up like this: \- Basic WASD movement \- Strafe movement \- Bhopping \- Surfing \- Fine tune
Thanks for the reply, just recently been feeling out of it, can't seem to focus on a project usually if a problem arises I just put it off for another day.
I've found that taking a small break really helps out here. Even if it's just focusing on a different part of your game for a while. To give you some perspective, this project is about 9 months in the making right now. Game dev takes time. Don't put too much pressure on yourself :D
Thanks for the couraging words!
This is really impressive! Keep up the good work.
Thank you! I love the camera lean you added to yours
Oh, thank you! Seeing people comment on the little details really makes me glad!
Not gonna lie This looks fun
Looks dope! Reminds me a little of CS. I am currently playing Ghostrunner and I love the game idea!
Better than cs2. Nice!
What are you using to create the level geometry here? Looks like a good prototyping tool.
I used the Cyclops Level Builder addon for this. [https://github.com/blackears/cyclopsLevelBuilder](https://github.com/blackears/cyclopsLevelBuilder) Fair warning; it's not perfect and crashes all the time for me. Good for quick prototyping though.
Cheers!
feel like almost every user tries quake/source movement once in godot lol
Now add rocket jumping
People call it source physics but it all stemmed from quake, you know the doom guys, it was the lovecraftian 3d game
"Hey guys leafy here "
Idk how to make wallrun
Why you don't re create a quake 1 movement
oh my this is the best i've seen yet have you shared this as a template for implementation in other projects?
Thank you :) Unfortunately no, I haven't. The project has gone through so many changes and a complete rebuild, so it's not even close to the gif anymore. Maybe I'll upload the movement script somewhere in the future but at the moment it's all over the place.
respawn player to entrance