airmove?

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airmove?

Postby og_carbon » Sun Mar 26, 2006 5:34 am

a few questions.... i remember there being a thread about this in the previous forums, but none to be found in search...

1. Why is there so little QW - like airmove / air control in Nexuiz? It would seem the game is perfect for it, and would attract a lot more of a following from the Quake DM comunnity if it had it....

2. Are there any plans to perhaps enable a cvar that would allow server side air control by a value? Are there any plans to either increase the ammount of air control (or worst case scenario) lessen it?

Lack of airmove is what turned me off to UT, Q4, etc.... no fun w/o QW / CPMA physics. I was told by a few Nex players that what little remains in the game will be stripped out by the next release. That true? :(

-Carbs
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Postby morfar » Sun Mar 26, 2006 3:20 pm

1. Because Nexuiz have diffrent physics

2. I don't think anyone of the developers know the QW/CPMA physics.

1.5.1 will have less aircontrol! Because LordHavoc fixed a physics bug. As a sideeffect you could gain lots of speed while strafejumping (some calls this bunnyjumping). So he lessen the maxairspeed, with the sideeffects of LESS aircontrol :(
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Postby og_carbon » Sun Mar 26, 2006 5:26 pm

morfar wrote:1.5.1 will have less aircontrol! Because LordHavoc fixed a physics bug. As a sideeffect you could gain lots of speed while strafejumping (some calls this bunnyjumping).


no, actually: that's called accel-jumping. there's a difference.

morfar wrote:So he lessen the maxairspeed, with the sideeffects of LESS aircontrol :(


ok. i upped the sv_maxspeed and that seemed to offer greater air control, however, it also upped the forward airspeed too much. what btw is the multiplier for that, and why aren't there seperate cvars for forward airspeed and what in QW is just called Airmove 0/1? ie: turning / straffe turning midair?
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Postby esteel » Mon Mar 27, 2006 7:30 am

There is currently a patch in testing that will enable (whatever you call it.. * bunny-,strafe-,accel-)jumping but that will keep the current airmovement/control. M0rfar has an talent for making things sound bad :)

*: To me strafejumping is just an single jump with forward and strafe keys hold. Some argue that what nexuiz will have is not bunnyhopping. In quake/qw you had to release the forward key. What nexuiz will have is more as in q3 where you still hold forward and strafe. But i do not really think this is such an big difference so it bunnyhopping for me :)

Turning in midair is something very differently again and Nexiuz does not support it right now.

However what is really gone now are double jumps. LordHavoc said it really was an bug in the engine, did not work in all versions and also did not work for both cl_movement 1/0. It was hard to do but very useful :(
Last edited by esteel on Thu Aug 31, 2006 7:20 pm, edited 1 time in total.
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Postby og_carbon » Mon Mar 27, 2006 3:02 pm

even w/ the forward key held, provided there is an accelerated boost that continues provided a straffe and jump key is used upon landing, it's bunny... any time ground friction gets in the way and slows you down, it's just jumping around like a frog in heat ;)

hehehe

thanks for the explaination, esteel. i'm getting used to the physics now, but still will miss the airmove :(
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Postby esteel » Mon Mar 27, 2006 3:16 pm

You will get faster and faster with each jump in Nexuiz 1.5.1. And hopefully if the patch does work without affecting the 1.5 maxairspeed. It really should not get lower then this.
Last edited by esteel on Thu Aug 31, 2006 7:21 pm, edited 1 time in total.
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Postby og_carbon » Mon Apr 03, 2006 4:54 pm

alright, that being said:

how difficult would it be to include some cpma / pro-mode type movement as a cvar for those that would like to use it?
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Postby divVerent » Mon Apr 03, 2006 11:07 pm

esteel wrote:You will get faster and faster with each jump in Nexuiz 1.5.1. And hopefully if the patch does work without affecting the 1.5 maxairspeed. It really should not get lower then this.


At the moment, floor landing friction is in the CVS again, making the physics quite similar to 1.5 (which also means: air control is back to the old value).

And the maximum speed for bunnyhopping can easily be doubled without breaking too much (sv_friction_on_land 0.1, default is 0.2, 1.5 physics would be 0.25, old svn behavior would be 0 and halved sv_maxairspeed). I think 0.1 would still be good, but such changes have to be tested thoroughly (introducing bunnyhopping the Q2 way can be quite annoying).

Ever seen quake_in_real_life.asf? The part about jumping?
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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