I’m looking for a C++ programmer that’s experienced in physics & movement.
As an idea, those applying must be confident they can replicate the movement in a Call of duty 4 mod called ProMod using the quake 3 engine physics as a starting point.
At the moment it’s a fairly straightforward job where you’ll be replacing the current engine physics with the quake 3 engine movement physics available on Github here:
This is because CoD4 uses the Quake 3 engine and its movement, but it is modified to be different from Quake 3 the game in terms of movement.
Here’s an example of the movement I’m looking to replicate to the best of your ability:
If you look up examples of ProMod videos and Quake 3 videos you’ll see similarities in movement.
PM if you are interested and I’ll send everyone the same reply with the information they need. I’ll expect a quote of time and expected cost once you review my requirements!
Thank you, surprisingly I’ve only had 1 offer despite the time I spent on organizing docs to make it easier for programmers. Perhaps the expert part is putting people off.
It’s more that programmers are few and far between, so it can really take time to find one. Some aspects of the implementation may well be a lot harder to implement than you may expect too; for instance the strafe jumping / bunny hopping technique popular in Q3A games was the result of a physics bug, and won’t necessarily be all that easy to reimplement in UE4.
I understand regarding the bug and do tell programmers this in further detail during private chat, although I have found a project from a programmer that has ported the physics from the Quake 3 engine over to UE4 which should make it at least easier to do. Hence the expert part preferred.
I’m in no hurry, I was just surprised by the lack of response. My reason for posting this was due to first taking the initiative to send messages to 9/10 programmers, some of which either recommended others or didn’t reply!
Here’s hoping I’ll come across someone with the skills required
Bump, still haven’t found someone capable or willing. As added information: the mod / game uses the Q3 engine movement which is readily available publicly. So the change in movement (from Q3 to ProMod) is done via editing existing physics parameters (at least most of them).
Which was written by myself and taken down to be licensed under a company name soon. Would have been amazing if you added credit where credit is due, kinda sad to see ‘community’ members taking advantage of open source initiatives and stealing someone’s hard work. Also: it’s not just the job of modifying parameters, it’s quite a big job…there are also pretty large bugs with the version of code you have. Most of which have been fixed since then however there’s still a lot to do to modify it to replicate CoD4 movement.
I am potentially going to release the movement system under a paid license as an FPS strafe engine with modding, in-game map making and other capabilities so users can make FPS games that require the use of strafing. That way people can make CoD4, Half Life and Counterstrike clones to their hearts content.
Please read Skype message I sent you and then edit your comment please, I was not referring to your project nor have used it since we last spoke :/!
EDIT
For anyone wondering, I wanted to clear this up because I don’t want it to affect me finding someone to do the work.
Zinglish shared with me (In April) a project which had the q3 movement ported to UE4. It did have its issues at the time. He was going to help me do something with that project to make what I wanted but he had job commitments which meant he could neither work on his own projects or mine. So we left it at that and that he wouldn’t be able to do anything at that time.
Now, recently I bumped the thread because I’m still looking but when I referred to the Q3 movement engine being publicly available he must have thought that I was referring to his once public project which we were going to use. I have read somewhere since then that he pulled the project from being public because another person tried selling it on… don’t know much about that part.
So anyway, I was actually referring to the Q3 arena engine (this one: ) which is available publicly so that whoever wants to do this work can implement the movement to UE4.
A simple misunderstanding and I asked that he edit the post via Skype and private message but since it was yesterday he probably didn’t get it, so I’m providing an explanation here!
Thanks.
p.s. I’m still looking for someone!
Easy to mistake I know but it’s not what I was referring to and I haven’t tried using it or taking any credit!
Looking for a C++ programmer that can recreate the player movement of CoD4 (Just movement).
This includes:
Jumping
Crouch
Prone
Strafing (like in Quake 3 arena)
Crouch Jumping (& Crouch Strafing like in CoD4)
Running
Mantle/Climb
Bounces
There’s a little more missing, but that can be discussed in private. CoD4 movement is based on the Quake 3 Engine physics which are very simplified. If someone can recreate that movement using the UE4 physics (I know it can, it’s far more advanced than the simple physics engine of Quake 3 & CoD4 which are mostly the same) that would be great.
You can see the movement I want here:
Of all those movements, you may not understand what I mean by bounces. If you jump into a slanted object at an angle you are bounced into the air. How far and high depends from how high you jump and how fast.
Advantages (but no necessary):
Played CoD4 and is familiar with movement
Made mods for CoD4
Played Quake 3
Is familiar with Quake movement such as strafing or the movement mechanics (code wise)
Has access to Quake 3 or CoD4 to use for reference
You don’t need the above, but if you do have them then they’ll just help you achieve the task better from your own experience.
Just saw this thread and wanted to point out that Quake 3 movement code you linked is provided under GPL license which is NOT compatible and allowed to use with UE4 codebase.