Nexuiz & CPMA Movement ?

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Postby k0jak » Thu May 07, 2009 3:27 am

I think so, but with teleporters in CPMA you can do teleporter jumps, like a double jump, you jump again as you enter, Gives you an increase in height when you come out (and speed? not sure on that) But i know teleporter jump is in CPMA, im sure the teleporter kicks you out at a certain speed as well, Unknown should know where to find this.

why's that?
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Postby divVerent » Thu May 07, 2009 4:58 am

Shut up about the settings.

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

This is where they are from.

If they are wrong, I don't care, this is the only resource about it there is.

If you want to compare to current CPMA, I bet they also changed the code so it cannot be directly compared. You'd get something entirely different if you apply current CPMA's settings...

I am absolute sure what we now have matches SOME version of CPMA, but it is very likely that it's neither 1.0 nor the current version.

Also interesting could be if someone of you could ask the Defrag guys about their settings. Defrag is likely to have used this tutorial (as there is no other CPMA source release), and have altered the settings later. But this then would be a separate physicsDefrag.cfg when done.

Just to back it up:

http://code.google.com/p/quake-revoluti ... svn57&r=57

This also uses the very same settings as are now in Nexuiz:

Code: Select all
                cpm_pm_airstopaccelerate = 2.5;
                cpm_pm_aircontrol = 150;
                cpm_pm_strafeaccelerate = 70;
                cpm_pm_wishspeed = 30;
                pm_accelerate = 15;
                pm_friction = 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 Bundy » Thu May 07, 2009 5:39 am

I try to get the codes for defrag also, stay tuned
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Postby Bundy » Thu May 07, 2009 7:40 am

new codes! .. new codes? PM´ed div
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Postby divVerent » Thu May 07, 2009 8:36 am

Evaluated them.

Too bad these files do not contain the modifications by the Defrag guys - they are the original files from Q3A.

Also, I added the movement from Warsow to the available set of configs. Both old and new Warsow physics are available now (old Warsow physics is identical to CPMA except for small changes, new Warsow physics uses entirely different code to handle air movement when accelerating forward).
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 Bundy » Thu May 07, 2009 8:51 am

I pmed you a 2nd message ... also the bg_pmove.c and bg_slidemove.c are original file from q3a? Cause I thought it is what we needed. to bad :(

But I wonder, cause this code is about the defrag engine 1.06 (the version they use for the latest defrag mod).

Code: Select all
// movement parameters
float   pm_stopspeed = 100.0f;
float   pm_duckScale = 0.25f;
float   pm_swimScale = 0.50f;
float   pm_wadeScale = 0.70f;

float   pm_accelerate = 10.0f;
float   pm_airaccelerate = 1.0f;
float   pm_wateraccelerate = 4.0f;
float   pm_flyaccelerate = 8.0f;

float   pm_friction = 6.0f;
float   pm_waterfriction = 1.0f;
float   pm_flightfriction = 3.0f;
float   pm_spectatorfriction = 5.0f;

int      c_pmove = 0;
and a lot more code in it :>

I had still no contact with the defrag team .. but I am around there, no way they can hide all the time :D
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Postby divVerent » Thu May 07, 2009 9:34 am

These values are identical to Q3A's, and CPM_PM_Aircontrol function is not in that .c files you sent me.
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 » Thu May 07, 2009 2:20 pm

good work so far guys :)
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Postby FruitieX » Thu May 07, 2009 10:33 pm

Even though we now have many different physics configs, I think Nexuiz needs it's own unique CPMA physics settings that are tweaked to suit Nexuiz. Here is a start that I have been tweaking to make cornering easier, and to create more action in general:

physicsCPMAnex.cfg:

Code: Select all
// CPMA for nexuiz
sv_maxspeed 360
sv_maxairspeed $sv_maxspeed
sv_accelerate 15
sv_airaccelerate 1
sv_friction 8
edgefriction 1
sv_stepheight 34
sv_jumpvelocity 270
sv_wateraccelerate -1
sv_waterfriction -1
sv_airaccel_sideways_friction 0
sv_airaccel_qw 1
sv_airstopaccelerate 2.5
sv_airstrafeaccelerate 70
sv_maxairstrafespeed 30
sv_aircontrol 300
sv_warsowbunny_turnaccel 0
set sv_friction_on_land 0


They differ slightly from the current physicsCPMA.cfg, and they make moving around more enjoyable IMO :)

Suggestions welcome.
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Postby nifrek » Fri May 08, 2009 3:42 am

Cool FruitieX, I will test this tonight.

I've just read the discussion you guys had on irc today (kojn, fruitiex, dib) but you're all gone now. PLEASE, remember the player scale is different, if you're testing defrag maps without rescaling them of course it'll work without changing too much stuff but we should start by using the physics in nexuiz maps first. I see you guys are downloading defrag maps and trying them as is, that makes no sense to me. Especially if the goal is to make our own NexuizCPMA-style physics. I think FruitieX is going in the right direction with his last post.

IMHO maxspeed on ground has to be the same as nexuiz default, not slower, because of the scale of NEXUIZ maps. If that makes other movement/accel too fast then make adjustments to other settings like less acceleration and more aircontrol to make it right. Let's think about Nexuiz regular play before nexrun/race stuff. Try not to think of bunnyhopping only, think of everything else also. If maxspeed on ground is slower than regular physics then it's already broken to me and feels too different. I'm sure with all those new cvars added we can make physics close to CPMA without affecting Nexuiz gameplay too much.

Anyway, that's my opinion. You guys are free to ignore me but personally I'm not going to use those physics ever if they don't fit nexuiz maps and I'd like to help playing with the settings but I'm not going to waste time on it if the goal is just to make them fit defrag maps at q3 scale. :(
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