Nexuiz & CPMA Movement ?

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Postby divVerent » Wed May 06, 2009 1:54 pm

But it is 8...
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 k0jak » Wed May 06, 2009 2:06 pm

physicsQ3.cfg it's set to 6...


bundy showed me a log from 1.0 promode last night and it was originally set to 6 as well, the stuff he gave to you was from a very old promode also, all I'm saying is can someone check this value, it does effect strafing I could tell within 2 minutes of play how much more distance I was getting because I could move better on my first jump for starters.

All i'm saying is can it be checked for promode, maybe defrag set's it to 6, and promode is 8. Just want to double check :)
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Postby divVerent » Wed May 06, 2009 2:16 pm

No, as there is no source of CPMA available.

http://games.linuxdude.com/tamaps/archi ... v_docs.zip

is all there is, and there it is set to 8.

And if you try a current CPMA version, it's likely to be different as they sure also have changed the code, not just the parameters.
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 k0jak » Wed May 06, 2009 2:38 pm

ok dokey :)
:]

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Postby Alien » Wed May 06, 2009 4:16 pm

Neither pushforce, nor walljump necessarily require any additional keys. It could integrate very well into current physics. What's the difference between placing ramps and allowing a player to jump from the side of the wall.
Furthermore, 2.5 changed a lot for those maps who were made for stronger laser push which was in 2.4 and older versions. Yet, I haven't said this is bad (probably good).
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Postby jal » Wed May 06, 2009 4:46 pm

divVerent wrote:Get a current Nexuiz and DarkPlaces SVN trunk checkout, and try exec physicsCPMA.cfg. It is there now.

I think you just digged a trap for your own, tbh ;)
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Postby k0jak » Wed May 06, 2009 4:49 pm

Don't want walljump as standard, if people want it enough it could be done as an option...
:]

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Postby FruitieX » Wed May 06, 2009 6:07 pm

More: http://www.hrfdesign.com/crap/index.php ... %2Fcpma%2F

Can anyone host a CPMA race server? :P
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Postby alphagod » Wed May 06, 2009 7:29 pm

Current and well former CPMA settings except for very old CPMA versions had friction set to 5.6, I've tried the setting in nexuiz and it seems to work allright. Also I think stepheight should be the same as default nexuiz, nexuiz maps or scaled q3 ones make some jumps impossible without lasering. Also sv_stopspeed 100 is too high for cpma settings, it should be ~50 and sv_maxairspeed should be at ~360 to allow the same speed/distance ratio as cpma does.

As for double jump and dodge an ut-like combo system could be in place. It would render the laser useless in a lot of cases tough. Only use i see for it is a mod where the laser would be highly toned down or replaced by a melee weapon.

PS. Thanks for adding it DivVerent.
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Postby mand1nga » Thu May 07, 2009 12:31 am

Had CPMA physics a speed cap when going out of teleports?
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