Moderators: Nexuiz Moderators, Moderators
nifrek wrote: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.
NORMAL AIRCONTROL NORMAL
NERFED_ACCEL NOTHING NERFED_ACCEL
MORE_ACCEL AIRCONTROL+MORE_ACCEL MORE_ACCEL
NORMAL AIRCONTROL NORMAL
NERFED_ACCEL NOTHING NERFED_ACCEL
MORE_ACCEL MORE_ACCEL MORE_ACCEL
k0jak wrote:The fact wasn't to base them on defrag maps, if you read up divVerent even says can make a seperate config for example nexuizDEFRAG.cfg in the future for any different changes that would be required if people wanted to try to play maps all was said and finished here.
My discussion was about map editing those maps, and I was trying to explain that the physics didn't need changing the amount that frutiex was to complete the maps, and that he and I are both are not strafing properly, and that it would be wrong to start wanting to ask mappers permission to fix maps without concrete physicsi n place (for nexrun, this was a private discussion).
I thought the point of implementing the physics was to appeal to a wider audience quake players, promode players, warsow players. So I wouldn't go changing them too much, I don't see the problem with the current one's they work fine with the current maxairspeed.
We've had the physics 3 days? and people want to make such big changes, how can you expect to learn a new physics set top to bottom in 3 days? I can't even strafe properly, how long did it take you to master the nexuiz physics? the problem isn't the physics but learning how to do them correctly, If you increase the maxspeed to 400 once people know how to strafe properly, they will be ludicrously too fast, Frutiex already said they are way too fast for regular nexuiz maps with this setting on IRC, to me atleast.
This was what I was trying to explain on IRC because me and frutiex were discussing over the defrag maps and how we were struggling to do them I then explained it should be possible to do them with physicsCPMA but were just not strafing properly as I could get less far in defrag then I could in nexuiz! I don't know why you bought up this here to be honest, because this wasn't to do with this thread.
I've played with the cpma physics and they don't even break maps hardly, they work better then normal physics on the nexuiz maps i've played.
As regards to playerscale, it's mainly the problem of fitting through areas of a map at times, and I don't get:
"but I'm not going to waste time on it if the goal is just to make them fit defrag maps at q3 scale"
This is completely off topic, and you have kind of pissed me off bringing another project into this.
jal wrote:Keep in mind gravity in Warsow is 850, so even if the jump velocity value is high, it's compensated a bit by it. It is still high, anyway.
I've done a bunch of changes to those settings for the upcoming release. This is latest version of pmove.c if you want to check:
http://pastebin.com/f60c4ad0f
(pm_airdecelerate is probably gonna be raised back a little to fix issues with plasma climbing).
Alien wrote:I hope that div, lordhavoc, morfar, morphed would post how nexuiz should like (theme and gameplay wise) in 3.0 or any other release so people work in order to achieve this and not make a mix and mash of this and that.
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