Old _Quake_ Player Physics are no good

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Old _Quake_ Player Physics are no good

Postby tundramagi » Mon Jan 19, 2009 5:33 am

Old _Quake_ Player Physics are no good (Zero aircontrol and halved step hight).
How did any of you suffer through that back in the day with your sanity intact?

The 0 air control makes nexuiz unplayable (how was quake even playable?)
the halved stepheight destroys maps and make them little more than pictures that you can't really move in

Playing with quake physics nexuiz Un-Fun.
(And breaks maps. lol, if there is any height diffrence forget about getting on the thing unless you get a good running start!)

Makes it like a tactical shooter.

How did anyone enjoy quake? The physics are terrible!

I'm glad Nexuiz has good physics.
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Postby divVerent » Mon Jan 19, 2009 2:23 pm

Even though the core issue has been resolved (updating not a full svn, but just defaultNexuiz.cfg, and missing the new file physics25.cfg), you should know that there ARE ways to be fast in Quake physics.

It's called "bunnyhopping".
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Alien » Mon Jan 19, 2009 9:07 pm

There were more ways in quake to be fast than only bunnyhop.

Zigzagging
Bunnyhop + zigzagging -> strafejumping
Also wall hugging

Hook (not a physics feature)
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Postby k0jak » Tue Jan 20, 2009 6:37 pm

how does, mouse = turn (in air, without having to hold any strafe keys) work in quakeworld anyway, can anyone answer me that, cause i'd really like to know, and where one could find the code for it.
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Postby Alien » Tue Jan 20, 2009 7:35 pm

Yaw speed is added to body velocity if you do the turn at the right moment.

Take a look at these: http://www.own3d.at/videos/?search=&sea ... h_enter=GO There are 2 qw movement tutorials in the wrong section. They're in Russian, but you'll probably understand anyway.
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Postby k0jak » Tue Jan 20, 2009 8:06 pm

Alien wrote:Yaw speed is added to body velocity if you do the turn at the right moment.

Take a look at these: http://www.own3d.at/videos/?search=&sea ... h_enter=GO There are 2 qw movement tutorials in the wrong section. They're in Russian, but you'll probably understand anyway.


Ok but im not wanting videos on how to move in quakeworld, what i need to know, is how the mouse is enabled in air to turn the player (not with strafe keys like in nexuiz).

I would like to know exactly how that is done, must be some code somewhere?
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Postby mand1nga » Tue Jan 20, 2009 8:09 pm

k0jak wrote:how does, mouse = turn (in air, without having to hold any strafe keys) work in quakeworld anyway, can anyone answer me that, cause i'd really like to know, and where one could find the code for it.


I would like to know the name of this kind of movement first, so I can search for it better. However I think I saw already some of this on the Warsow code, just a few lines. As far as I know the best place to implement this would be Darkplaces.
This seems to be good for movement, but I'm not sure about aiming on the air.
Last edited by mand1nga on Tue Jan 20, 2009 8:34 pm, edited 1 time in total.
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Postby Alien » Tue Jan 20, 2009 8:23 pm

I think better thing to implement would be doing a something similar to water push in the air when you jump too close and barely miss the platform. Also ninja hopping from one side of wall to the other would be nice.

The code should be in qw physics somewhere.
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Postby k0jak » Tue Jan 20, 2009 9:22 pm

Ok thanks for the help, i ask because i asked mand1nga if he could look into this for me to see if he could implement it in nexuiz for a project, so if anyone else can help or shed some light on the matter it would be appreciated :)
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Postby esteel » Wed Jan 21, 2009 11:23 am

Alien wrote:Also ninja hopping from one side of wall to the other would be nice.

Gnah.. go play warsow till your eyes get sore or you reach enlightment over nexuiz :P
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