Old _Quake_ Player Physics are no good

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Postby nifrek » Thu Jan 22, 2009 4:55 pm

kojn: In qw you have to let go of +forward when in the air to bunnyhop, move mouse and strafe in the same direction at the right speed to accelerate. It's similar to what warsow movement is, they were trying to emulate qw movement in the first place but it's easier in warsow.

I also don't see the point of nexrun anymore, race is perfect. Just make a different physics cfg if you really want different physics. Race has all the features you need.
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Postby Alien » Fri Jan 23, 2009 7:43 am

That's because qw movement was a bug/unintended feature, while warsow was done specifically.

I suppose we need to make a list of what features are in qw/warsow and what are in nexuiz and what capabilities current physics lack.
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Postby PinkRobot » Fri Jan 23, 2009 8:48 am

I could check out the nexrun maps, add the entities to make them suitable for race mode if someone has not done that yet. How many are there and what are they called?
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Postby nifrek » Fri Jan 23, 2009 12:05 pm

Alien wrote:That's because qw movement was a bug/unintended feature, while warsow was done specifically.

I suppose we need to make a list of what features are in qw/warsow and what are in nexuiz and what capabilities current physics lack.


It's a bit complicated, I've tried before to modify the physics to be like qw and there too many differences. The player in Nexuiz is taller than the quake1 player, that makes a huge difference. Just load a q1 map in nexuiz, you'll see. If only for that, I don't think you could replicate the physics exactly, it would never feel exactly the same. Also I'm guessing Nexuiz does not have the "bug" that allowed the qw bunnyhopping but I could be wrong.

With that said, I don't see the point anymore into modifying the physics to be more like another game. Might as well just play the game you're trying to emulate. IMO it's fine to work on the physics to make movement more interesting, I still think movement in Nexuiz are not as responsive as they could be, especially for dodging, switching directions faster and more precise while keeping the Nexuiz "feeling". But with any changes like that, weapons need to be adjusted too, it affects pretty much everything, better dodging means some weapons become harder to aim with, some maps might be broken, etc. It's a lot of work and testing.
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Postby Alien » Sat Jan 24, 2009 7:04 am

I meant not replacing existing ones but adding more tricks which were available in other games and proved interesting/useful.
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Postby Chubby » Sat Jan 24, 2009 12:49 pm

no movement in air, that's really something I miss in Quake.
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Postby k0jak » Sat Jan 24, 2009 4:15 pm

PunkRabbit wrote:I could check out the nexrun maps, add the entities to make them suitable for race mode if someone has not done that yet. How many are there and what are they called?


I can tell you when i get back home, im away at the moment, i will be back on monday.
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Postby k0jak » Sat Jan 24, 2009 4:25 pm

nifrek wrote:
I also don't see the point of nexrun anymore, race is perfect. Just make a different physics cfg if you really want different physics. Race has all the features you need.


race is not perfect for me, race is not what i want and never has been that's why i don't play it.

Im not going to go on about nexrun because i don't want to go off topic AGAIN.

I wanted to gain qw turning air control, combined with nexuiz style strafing as this would make the maps easier to complete and have nicer movement then the physics set i have made at the moment for nexrun and defrag map compatibility, that's why i asked the question in the first place i explain why for and then people start going off topic again, so i have to go off topic and explain.

thanks to people who have posted some help on the matter.
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