Question About Air Control

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Question About Air Control

Postby Glass Joe » Wed Jun 21, 2006 4:30 pm

I just want to start by saying that I really appreciate all the work that the developers have put into this new version of Nexuiz. I wouldn't what this post to be viewed as a complaint as much as it is a question.

Now, I've never played a fps that had air control, so this seemed VERY strange to me when I first played version 2. But since it was new to me, I figured I'd better try to get used to it before saying anything about it; as I might find that it was an improvement. Now, after playing the new version for awhile, I still don't appreciate air control. I must be missing something, so I would like to ask the Nexuiz community, what is the advantage of having air control?

It seems to me that the only function it serves is to provide a "guard-rail", so players won't fall off the edge of a map. Is this the only benefit of this feature? I don't see this as an improvement. I like to have as much of a challenge as possible, not to have "helpful" exceptions made so I don't get hurt.

Are there some really special moves that air control allows for? Has anyone ever considered what the benefits of air control are? Are we all just taking for granted that air control is a must for a fps? Nexuiz has developed a distinct style of its own by taking a direction counter to that of its contemporaries. Does everyone agree that air control fits in with that style?
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Postby tChr » Wed Jun 21, 2006 4:32 pm

I rememeber there was a lot of nagging about the lack of air control in earlier versions.. Personally i preffer the lack of air control, its far more realistic (yeah i know nexuiz isnt realistic) and it gives people a decent chance to kredict movement of good players at least some places.
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Postby k0jak » Wed Jun 21, 2006 6:01 pm

It allows, easier 'access' to parts of the maps when you move, you can turn mid-air now which means you can choose where you want to go, and it just makes moving around a lot smoother.
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Postby Glass Joe » Wed Jun 21, 2006 6:52 pm

tChr wrote:I rememeber there was a lot of nagging about the lack of air control in earlier versions


Exactly. I know that this feature has the support of in the Nexuiz community, and I want to know why?

Help me out people, cause I don't get it, and personally, I don't like it.
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Postby tChr » Wed Jun 21, 2006 7:30 pm

I think it mostly has the supprt of the moust loud members :) I'd really like to know too :)
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Postby esteel » Wed Jun 21, 2006 9:54 pm

Take a look at this thread and the demos included there: http://www.forums.alientrap.local/viewtopic.php?t=429
Maybe it will show a few cool things :)
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Postby Glass Joe » Fri Jun 23, 2006 3:59 pm

From the lack of response, I'm guessing that this is something the community wishes to silently accept into the new mix... :cry: . Oh well, I'll shut up about it.

However, if I wanted to set up a server that didn't have air control, what variable would I want to tweak in the config?
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Postby tChr » Fri Jun 23, 2006 5:36 pm

Please keep nagging.. I'll back up up ;)
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Postby KadaverJack » Fri Jun 23, 2006 5:50 pm

Glass Joe wrote:However, if I wanted to set up a server that didn't have air control, what variable would I want to tweak in the config?

There are several premade physic configs. Enter "ls physics*" on the sever console to list them and "exec <name>" to enable one. The default is "physicsQBFplus.cfg", "physics15.cfg" will be as much alike to 1.5 physics as possible.
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Postby divVerent » Sat Jun 24, 2006 11:31 am

tChr wrote:I think it mostly has the supprt of the moust loud members :) I'd really like to know too :)


Main reason was the laser. When fixing a bug with 1.5 that caused unpredictable and server tic rate dependent movement, we had three choices:

  • increasing air control above what 1.5 had
  • reducing air control far below what 1.5 had
  • implementing "original" QW-style movement with all its bugs and features


Many tests have been done, and the first possibility has been chosen. The problem with the second one - which was first attempted - was that it broke almost everything you could do with the laser before. The problem with the third one is that QW-style movement has a nasty bug some people call a feature: you can reach insane speeds only using an "advanced" method of bunnyhopping. Meaning that the pros jump around at really high speeds all the time, annoying the ones who are new to the game and don't know that QW bug. It just isn't acceptable that strafejumpiung is faster than forward jumping. What we now have is the closest to 1.5 we could get without the big predictability problems or jerky movement (try physics15.cfg for that), but yes, it does have much more air control.

I happen to like it, but still it isn't really what I originally wanted. I would have preferred a bugfixed 1.5-style movement, but that seemed impossible. Still I like how it "rounds out" the corners on maps like darkzone.
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