Nexuiz & CPMA Movement ?

Discuss Nexuiz gameplay here.

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Postby Bundy » Fri May 08, 2009 11:14 am

Amazing divVerent. Thanks for the incredible fast work on everything here. Just wanted to mention that :D
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Postby jal » Fri May 08, 2009 11:43 am

divVerent wrote:The code is mostly identical... except for renamed and changed values, and handling of dash/walljump.

Ye, I meant some values are changed. Values is what you've been talking about recently ;)

I can barely touch that code itself, and believe me, I'd like to pretty much rewrite it all. I think I already mentioned it. Each time I touch anything I get a huge wave of player complaints cause of it feeling different in one or another way. :/

divVerent wrote:Well, I want it to stay as is, as physics are good as they are.

Lordhavoc wants it to become awfully slow (comparable to Q3A, but without QW-style bunnyhopping acceleration), as in his opinion, overly fast players are the reason of lack of teamplay.

CPMA physics will certainly never become default.


I would never say this enough. And I think coming from who it comes makes it worth a thought. IMO, moving into any kind of cpm/warsow/etc physics would be bad for Nexuiz. Those physics are excluyent. They attract the players who love them, but they also put back everyone else. There's a reason why we implemented newmovement in Warsow, and also there's a reason why since we did, instagib has grown exponentially.
Last edited by jal on Fri May 08, 2009 11:51 am, edited 1 time in total.
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Postby divVerent » Fri May 08, 2009 11:51 am

I advise you to not use the new values in the next release.

The tiniest physics change, and you get a huge load of complaints. And then people start imagining other "issues" related to it.

Just like here. You change rocket damage, some people hate it, and soon claim that rockets also got slower. THEY WERE ALWAYS THAT SLOW.

But it's funny how you call CPMA Air control without it ever doing anything in Warsow. Maybe this code is there so people look at the code and believe "yes, it has CPMA air control"? A placebo, that is? :P

Also, regarding physics, I prefer physics that make sense. By that I mean that if you strafe left while moving forward, it should do the same as accelerating forward while moving right. It should only depend on movement vector and velocity, not on the actual keys pressed to achieve the movement vector... this principle was true in Q1, Q2, Q3, Nexuiz, and is violated in CPMA and Warsow. And it's an elementary principle required for good and predictable analog control (e.g. using joystick, or pressure sensitive game pad).

Actually, if Warsow supports game pads, I bet you can gain huge advantage by exploiting some physics decisions :P in case of CPMA for example, strafing is very slow. But if you are moving straight forward, and send an input vector of 400 strafe left + 1 backward, you get left strafing at 2.5x the regular air acceleration - ideal for dodging shots, and faster than using CPMA air control to do a quick turn. Can perhaps be scripted using Q3A console commands, it certainly can be scripted in Nexuiz by altering the cl_backspeed etc. cvars.

Such exploits can only be avoided by making all movement related functions continuous ones, that is, having no "hard cutoffs".
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Postby jal » Fri May 08, 2009 12:00 pm

divVerent wrote:I advise you to not use the new values in the next release.

The tiniest physics change, and you get a huge load of complaints. And then people start imagining other "issues" related to it.


Nah, they are already tested and people is fine with them. The problems don't really come from going a bit slower or faster. They come each time the simplest checks so it reacts in one way or another. As example: Anything a change in those checks for being pressing side, or forward, or whatever, can result in some slight difference on the push reaction when players attack a wall for wallrocketjumping, and those are the things they rage about. It happened many times already. I do that change and I don't notice it cause I may use a different key combo, but for some players, it results in what they consider a radical difference. So I always end up having to revert. :/

divVerent wrote:But it's funny how you call CPMA Air control without it ever doing anything in Warsow. Maybe this code is there so people look at the code and believe "yes, it has CPMA air control"? A placebo, that is? :P

Nah, that's just the result of only looking into that code once each year for minor changes, and the phear of getting unexpected results with any of the changes :P

EDIT: Look how it is, that it doesn't matter if you point there or not, I won't touch it. ;)
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Postby FruitieX » Fri May 08, 2009 1:06 pm

nifrek wrote: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. :(


I'm of the same opinion. The reason for my little custom config was to spark off a discussion and invite you guys to tweaking these settings to suit Nexuiz maps better, and to not change the feel from default Nexuiz physics by too much.

I will try to tweak the settings so that sv_maxspeed will be 400, to match default Nexuiz physics more.
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Postby FruitieX » Fri May 08, 2009 1:48 pm

Update:
Code: Select all
// CPMA for nexuiz
sv_maxspeed 400
sv_maxairspeed 320
sv_accelerate 15
sv_airaccelerate 1
sv_friction 7
edgefriction 1
sv_stepheight 34
sv_jumpvelocity 300
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


-sv_friction changed to 7 (Nexuiz default) from 8.
-sv_maxspeed changed to 400 (Nexuiz default) and sv_maxairspeed changed to 320 (CPMA default)
-sv_stepheight 34 (Nexuiz default)
-sv_jumpvelocity 300 (Nexuiz default)
-sv_aircontrol 300 (custom setting, double the one from CPMA default to make sharp turns easier)
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Postby Chubby » Sat May 09, 2009 12:23 pm

vcall kickban #1 standard nexuiz physics: bad compared to CMPA
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Postby C.Brutail » Sat May 09, 2009 12:32 pm

I vote NO.
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Postby Chubby » Sat May 09, 2009 12:39 pm

:(
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Postby morfar » Sat May 09, 2009 3:25 pm

Chubby wrote:vcall kickban #1 standard nexuiz physics: bad compared to CMPA

F2. Nexuiz phyics is so much better :( I don't mind REAL CPMA physics. But CPMA in Nexuiz is not the same.
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