Question About Air Control

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Postby morfar » Sat Jun 24, 2006 12:51 pm

Glass Joe wrote: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?

There is no need to response imo :) This new movement is better. End of discussion :) hahaha
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Postby divVerent » Sat Jun 24, 2006 7:01 pm

morfar wrote:
Glass Joe wrote: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?

There is no need to response imo :) This new movement is better. End of discussion :) hahaha


Nope. This is an open source game. Everyone has the right to change such settings. However, the following condition is not asking too much: If you change such gameplay related settings, either in code or in cvars, make your server not public or, if you do so, state so both in hostname and sv_motd so players know why the game plays different on your server.
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 tChr » Sun Jun 25, 2006 2:38 am

I might have mentioned this before, but since I* mtoo drunk to remember I'll repaet it..


Ther is no way you can move like the new air control.

it fells like moveing with th ejetpack in Duke#d... I dont like o.. seriously.. it totally FU my aim, and my control is crap.

I''ve tried to learn it, biut I still don t like it.
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Postby esteel » Fri Jun 30, 2006 7:28 am

I guess it ultimately boils down to control.. Now you no longer just jump in the direction you moved before but can actively change it. You can go round tight corners, you can stop yourself (model :)) from falling down in spacemaps after being pushed of. Play NexFace and get hit on top of the tower with a nex. In 1.5 you would have just fallen into the void. Now you can still hit the ground. You can better correct your flight path, you can use the aircontrol to gain speed. Now Nexuiz feels like being inside the level, being part of it, not just jumping through it. I guess people familiar with quake1/qw/cpma will love the new air control as its similar. Except for the missing strafe jumps that is.
I was testing a quake4 map yesterday and jumping through it felt soo limited.. I know you can do almost the same with crouchsliding but thats on the ground. Yeah some people like this new control and some do not. Thats taste, but i think it fits Nexuiz fastpaced style much better now. Fast and in control!
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Postby Glass Joe » Fri Jun 30, 2006 6:41 pm

Thanks divVerent! This is exactly the explaination I was looking for. This really clarifies the developement issues that motivated the change.

I've gotten more used to air control now. In fact, I think I've forgotten what the old physics were like (I'll have to setup that server...someday). Whether the new physics are better or worse, I can't say. In the end, I think it's just a matter of your playing style.
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