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Quake 3 Radiant Overbounce Height Lists w/ Water OBs
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These lists are a Work-in-Progress (WIP) - Report any errors to Phoenix w/ .map proof
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- OB Heights are generated at 0.125 increments, which is the smallest possible unit in Radiant, all the way up to 131,072 which is the maximum grid size of Radiant. Quake maps can technically be larger than this, but generating lists beyond this point is rather silly. If you need values that high, the WIP code is available here: Discord - Quake 3 Defrag #general-dev

- All code as well as .txt lists will be added to frog's GitHub repo here shortly: https://github.com/JBustos22/df-tools/tree/main
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- Water OBs are VQ3/CPM specific due to differences in water friction. They are also different for standing vs crouched due to different amounts of time water friction is applied for. Correction - "You are in water when your feet are in water, crouching when falling into water from above won't affect the amount of time you are in water. They are different when crouched (as well as when holding jump, or directional keys angled up/downwards) because you're affecting your velocity by swimming in those frames." (Thanks Oranje)

- Water Overbounce list values on the low end won't work because, for example, while falling from a height of 66 into a water with depth 64 may "theoretically" give an OB (you get sticky OBs just falling in water), the water friction will slow you before you reach ground. This is not yet accounted for in the math. Feel free to do some trial and error and find the actual minimum possible values (send .map with min working height and max non-working for proof - .bsp is no good as I need to verify the water depth is also correct) and I will update lists accordingly. This gets more extreme the deeper the water. For example VQ3 G OB with 2048 Water Depth - the first "real" OB is somewhere around the image to the right, but this will be a very weak OB which won't come close to breaking the water surface. That height will be even higher, so the first ~200,000 rows are useless in this sheet. I will clean these up soon.

- Because water OBs vary based on the depth of the water, it is impractical to generate lists for ALL possible depths. I've generated lists for what I feel are the most common depths. If you need something outside of these depths, use the code to calculate them. If you need help let me (Phoenix) know and I can help calculate them for now.

- Falling from ~130,000, barely breaks the water surface with depth ~2000 so the maximum practical value for water depths is somewhere around here. Exact max fall height / depth(s) to be calculated.

- All heights assume 125 FPS and 800 gravity which are standard Defrag physics. Mapper's can set custom gravity value in the code for maps that use the gravity key on worldspawn entity to calculate OBs for non-standard gravities.

- In the future, I plan to build a user-friendly interface that will allow anyone to generate their own OB heights for whatever water depth / gravity combination desired.

- You can use Ctrl + Shift + F to hide menus and F11 to toggle fullscreen viewing to maximize viewing space on Google Sheets.

- Please have patience, this is a metric fuckton of work which I am doing in my own free time <3
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OB List Tab Index:Credits:
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GGround or "No Jump" OBfrogOB calculation code w/ Water OB Support - basically all the heavy lifting. Send all praise his way, couldn't have done this without him <3
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JJump OBPhoenixTesting and conversion to useable Radiant heights.
If anything's broken, it's probably my fault :P
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VQ3_W{DEPTH}_GVQ3 Water Ground OB w/ common depthsCamping GazOriginal G and J OB lists, which were helpful for validating these new lists.
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VQ3_W{DEPTH}_JVQ3 Water Jump OB w/ common depths
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CPM_W{DEPTH}_GCPM Water Ground OB w/ common depths
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CPM_W{DEPTH}_JCPM Water Jump OB w/ common depths
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TO DO (Coming Soon-ishâ„¢):
Sticky OBs
Weapon OBs & Quad Weapon OBs
Water (Crouched) OBs
VOB Output Height Values for Water OBs
Minimum Height Values for Water OBs
Maximum Practical Water Depth
Support for complex water OBs with multiple water volumes
App w/ UI for easy end-user use
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