Nexuiz & CPMA Movement ?

Discuss Nexuiz gameplay here.

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Postby Alien » Wed May 06, 2009 4:17 am

divVerent wrote:Warsow seems to have much more than just CPMA-like physics, e.g. it also has an extra "dash" button for movement, and walljumping.


Walljumping would be a good thing for nexuiz because you wouldn't need place ramps to create slopes all the time.

Also it would suit ninjaz.

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


Thanks. When trying to learn what bug which game (quake, ut, hl) had and how it became a feature, you soon become confused.
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Postby Bundy » Wed May 06, 2009 5:53 am

2 Short demos of my CPMA movement (I think it explains it better then words). Use cl_showpressedkeys "2" to see what keys I am using. Dont expect to see the best jumps etc, but I think that´s ok to see the basics.

In demo CPMA1 I made one curve with forward only and I tried one curve with your strafe style without forward (i am not used to it).

>>> Download <<< Tell me when the download limit is exceeded .. I update this post then.


Demos:
CPMA1 - Map ngstation_v2
CPMA2 - Map mIKEctf2_nex_r3

Both demos were recorded on Divs CTF CPMA server, where some physics got changed. So they were not made with physicsCPMA.cfg !
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Postby divVerent » Wed May 06, 2009 7:03 am

No, there won't be any extra movement buttons for Nexuiz. So, no dash, no walljump.

Think of people with three-button mice.

And think of Mac users with one button :P they have a hard enough time as is.


BTW. the only change vs physicsCPMA.cfg are sv_stepheight 34, so you can walk over all stairs you can walk in Nexuiz.
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 » Wed May 06, 2009 7:36 am

No extra buttons. Just being able to jump from side to the other until the force would be too low to go against the gravity.

Image

Another nice thing would be:
Image

In reality this technique is called wall running. http://www.videojug.com/film/parkour-wall-run


Error: I meant platform not ramp in the last pic, my failure.
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Postby ai » Wed May 06, 2009 10:11 am

I'm against implementing dash or walljump or whatever. That's starting to steer away from the original concepts of Nexuiz, a fast paced, old school deathmatch shooter. Including dash, walljump or whatever is going into UT2Kx and Warsow style (which I don't think are those type of games). Besides, this would break maps even more.
I know that you might just be talking about including it with the CPMA physics but even that is too much.
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Postby Alien » Wed May 06, 2009 10:39 am

ai wrote:I'm against implementing dash or walljump or whatever. That's starting to steer away from the original concepts of Nexuiz, a fast paced, old school deathmatch shooter. Including dash, walljump or whatever is going into UT2Kx and Warsow style (which I don't think are those type of games). Besides, this would break maps even more.
I know that you might just be talking about including it with the CPMA physics but even that is too much.


Weren't some maps "broken" with 2.5 physics then? I can't understand how being able to do wall jump will break a map.
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Postby ai » Wed May 06, 2009 11:42 am

The change from 2.4 to 2.5 was miniscule compared to this. People can still do the same things gain almost the same speed, on some maps the speed even got increased. Walljumps might make things unbalanced (I haven't tried so I won't say it for certain will break stuff), but still, these do not really belong in the 'fast paced, old school shooter' as I've stated above.
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Postby nifrek » Wed May 06, 2009 12:40 pm

I would also disagree about adding walljumps or dash, that's adding more movement keys and it would'nt fit nexuiz, IMHO. I started playing nexuiz because of how old school and simple it was, otherwise I probably would've chosen warsow but chose nexuiz after trying both for that reason. Adding CPMA-style physics is one thing but then adding dash + walljump and you pretty much have wsw with different graphics. Altho I don't think it would break maps because anyway, we can already do those moves using laser, so I wouldn't see the point of adding more.
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Postby FruitieX » Wed May 06, 2009 1:44 pm

Vert tweaked for CPMA physics:
http://www.hrfdesign.com/crap/maps/cpma ... a_v1r1.pk3

Edit: see page 3 for more
Last edited by FruitieX on Wed May 06, 2009 6:52 pm, edited 1 time in total.
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Postby k0jak » Wed May 06, 2009 1:51 pm

has anyone looked into the friction setting, im sure it should be atleast 6 same as physicsQ3.cfg...Unknown is quite sure on this also.
:]

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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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