Nexuiz & CPMA Movement ?

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Postby k0jak » Tue May 05, 2009 9:38 pm

ai wrote:1st impression: WTF!? Seriously?
2nd impression: Yeah ok.
3rd impression: Could be fun.
4th impression: Sure, could be ok to provide as an option, just don't make this standard/default ever!

Summary: These physics will make Nexuiz pro's into noobs all over again. I sucked real hard with these and I knew I would be an easy target. People without the experience of CPMA (like me) would flat out become noobs/infants/lowlifes all over again. Would take me years to become pro with these and I definitely do not have the will to learn these physics, so I'll be staying away from it and playing regular Nexuiz. :)


Even I sucked quite badly aswell :D

But im trying to learn them though, So I can play defrag maps with these physics as well as the much more noob friendly ones i made :)
:]

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kojn translates into horse.

Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
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Postby TVR [Public Terminal] » Tue May 05, 2009 11:27 pm

Why would anyone want to include strafe-jumping into Nexuiz?

That exploit was purposely replaced by high-air control & bunny-hopping as a more intuitive alternative.
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Postby Komier » Wed May 06, 2009 1:50 am

When you turn in CPMA, you don't usually use only forward, as you don't gain speed. If you use only strafe, then you accelerate throughout the turn, instead of very gradually slowing down. Strafing only is usually a better alternative to only using forward in CPMA. It is a little bit harder to keep speed, but it's the same with turning in Nexuiz, if you don't know how, you'll suck.
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Postby Bundy » Wed May 06, 2009 2:28 am

Well I noticed Kojn is doing that. I didnt see any noticeable speed/range difference at all, except he was high in air. I am used to forward only in cpma and it works fine for me :wink:. Btw, I dont lose speed in nexuiz nor q3 cpma with this. Guess it is the best to be able to use both.
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Postby nifrek » Wed May 06, 2009 3:13 am

FruitieX wrote:Awesome stuff, I fell in love right away and made this so ppl don't need to download 2GB of Nexuiz SVN just to play with CPMA:

http://www.hrfdesign.com/crap/misc/cpma_patch_v1r1.zip

Download, backup old binaries, extract into Nexuiz 2.5.1 base dir, exec physicsCPMA.cfg and play! :)


Thanks for that, FruitieX.
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Postby k0jak » Wed May 06, 2009 3:27 am

No using +forward and trying to turn at the moment bundy you get a lot of slide, if you use the strafe key, and turn mouse you do not, and cornering is very tight.

IMPORTANT?
==========

im sure the friction setting is way too high, Unknown[NF] said this to me straight away, I can't complete any defrag maps, not even a section with it set to 8 and im not exactly a noob at it in nexuiz.

It should be atleast set to 6, this is what it is in the physicsQ3.cfg and the settings there are the same settings for strafing in the CPMA physics but friction is set to 8 in it? I changed it to 4 to see how it worked, and I could pretty much do the defrag maps after, but when it was set to 8 I had no chance, also 4 was a lot more respronsive, it's late and i'll test out 6 tomorrow.
:]

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kojn translates into horse.

Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
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Postby Alien » Wed May 06, 2009 3:37 am

Either it's me, but you can't change movement direction instantly in Nexuiz just by turning with your mouse and then (after turn) pressing forward and keeping speed intact (1). One needs to start strafing (yet not releasing forward) before he wants to turn (2).

Image


Anyway, bunnyhopping in 2.5 was made even friendlier. It seems that now you can simply keep space all the time.
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Postby nifrek » Wed May 06, 2009 3:48 am

I've never played CPMA but I've been told before that CPMA physics are like QW but after testing this cfg it doesn't feel like it, I mean it "responds" in a similar way to mouse turning mid-air but it does not feel as responsive. Is that normal? When switching direction something seems wrong. I tried setting jump height and maxspeed on ground to nexuiz default values and it already feels a bit more right but something is still weird about this. Unless I'm completely off and CPMA physics aren't supposed to feel like QW physics.

In any case, after playing with it a while, it sure is amazing to be able to do those very tight turns without slowing down, but after an hour I was already missing regular physics. The main advantage is clearly that, making tight turns, but otherwise I can't really see much else.

Whoever is working on making adjustments, please keep us informed of your findings, ty.


EDIT: Question, what was added to the engine to make this possible? Is it done only by adjusting those new (I think) cvars?

sv_airstopaccelerate
sv_airstrafeaccelerate
sv_maxairstrafespeed
sv_aircontrol
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Postby Alien » Wed May 06, 2009 3:55 am

Oh, was "mouse turning in mid-air" acceleration already implemented in NQ (original quake) or did it come with QW (quakeworld)?
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Postby nifrek » Wed May 06, 2009 4:06 am

Alien wrote:Oh, was "mouse turning in mid-air" acceleration already implemented in NQ (original quake) or did it come with QW (quakeworld)?


It started in QW I believe, it was a "bug" turned into a feature.
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