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feat: make gibs fly away from damage#53

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WofWca wants to merge 4 commits intoec-:masterfrom
WofWca:baseq3a-gibs-fly-from-damage
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feat: make gibs fly away from damage#53
WofWca wants to merge 4 commits intoec-:masterfrom
WofWca:baseq3a-gibs-fly-from-damage

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@WofWca WofWca commented Nov 9, 2025

To be more precise, preserve the player velocity,
most importantly, including the velocity they get from knockback.

gib-directional-3.mp4
better-gibs-comparison.mp4

This MR based on #52,
and only adds one commit on top of that one.
You may want to review that one separately, or just merge this one.

This supersedes #51.
All the TODOs from that MR have been addressed.

The shotgun with this feels a little underwhelming sometimes,
for which I have submitted #54.

Note that this pretty much doesn't affect gibbing dead bodies, because they don't take knockback.

This is in preparation to some gibs improvements.
In the original game, all gibs start flying from one single point
(i.e. `playerOrigin`), which is sometimes noticeable.
Let's position the gibs closer to where they are supposed to be
anatomically. That is, legs go lower, head goes higher.
WofWca added 2 commits January 4, 2026 12:18
The previous commit added proper initial positions
to each individual gib.
And now it's time to also make sure
that they're facing the right direction.
To be more precise, preserve the player velocity,
most importantly, including the velocity they get from knockback.
@WofWca WofWca force-pushed the baseq3a-gibs-fly-from-damage branch from 7a827d1 to fcb8580 Compare January 4, 2026 08:18
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WofWca commented Jan 8, 2026

FYI I made a separate repo with the gibs improvements I submitted: https://github.com/WofWca/quake3-better-gibs-mod
But this doesn't mean I give up on trying to get them merged into baseq3a.

@WofWca WofWca mentioned this pull request Jan 9, 2026
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