Some notes: - Map sources were generated with a Python script. - The final circuit is a four digit BCD ripple-carry adder, combined with four 7 segment decoding circuits. See www.geeksforgeeks.org/bcd-adder-in-digital-logic/ and www.electronicshub.org/bcd-7-segment-led-display-decoder-circuit/ for details on these components. - The adding machine shown requires a modern Quake port with increased limits, however smaller circuits should be possible with the original Quake executable. - You may have noticed that the monsters are jumping. This is because the monsters don't actually trigger doors unless they're actively moving.
I appreciate someone who gets it. Quake C is just wonderful when you think about all the operative functions and primitives at your disposal. If there isn't a function you need, you can build one. Or just add it as " builtin " to the server code in C ++ or Assembler if you want to be hard core.
An old technique to create logic gates in vanilla involves using a trap shooter, a shootable trigger (or button), and a togglable door in the middle. The shooter-trigger pair functions as a relay, and when you toggle the door, it gets in the way of the shot, thus effectively disabling the "relay". If you put the shooter close enough to the trigger, and give the door a very high speed, the whole system functioning is basically instantaneous. I think this method is a bit simpler than the monster+door setup you came up with, but it looks really cool nevertheless. Either way, the best thing is to use some mod to make that more straightforward. Copper, Alkaline and AD all have ways to enable/disable triggers and relays at will.
@@MattsRamblings I think it would, yeah. Anyway, even tho that's easier to achieve with a custom progs, I admit it sounds a lot cooler to get it to work with no mods at all.
it is logic! electronics and water and redstone and quake doormonsterelevators ... are all the same once you can do a nand :D screw everything else claiming to be logic, this is the definition :D
This may seem overcomplicated for Quake but this sort of thing is EXACTLY how Doom mappers implement more complex logic in their maps. Sometimes I wish you'd get into DOOM. There is a mountain of engine knowledge and trickery there. (Well, vanilla is comparatively cut and dry, BOOM on the other hand...)
The doors don't stay open, right? I see they are repeatedly shutting despite being activated. Does that effect the propagations later down the line (as if the electricity line is 'flickering')? I'm assuming this is because a door in quake closes after a certain period of time whether the unit who opened it has gone through or not. Once it closes it searches again for nearby units and re-opens once it detects a unit. It would be interesting if it stayed open as long as a unit was nearby.
The doors actually need to open and shut repeatedly since the door only triggers the next lift on opening: If the door remained open permanently, then only a single "event" would be sent to connected lifts and the lifts would soon return to their default position. To keep things stable, the wait time on the lifts is made to be longer than the time between openings of the door.
_"What sort of thing is this useful for?"_ I dunno, man. Does it _have_ to be useful to warrant serious consideration? Can't it just be *cool?* This nerd stuff is entirely beyond my ken, but demonstrating that it's possible is remarkable on its own. A use for it _might_ come up, but I'm willing to fuck with a microcomputer in a game whose designers had absolutely no thought beyond "gun go brrrrrr".