Change the nexuiz physics a bit? :O

Developer discussion of experimental fixes, changes, and improvements.

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Should we change some of the nexuiz physics?

Poll ended at Fri Feb 09, 2007 7:02 pm

Yes, ur ideas sounds like a great idea!
1
11%
Maybe, some of the changes are good but i dont agree on all of them ( write what u agree on )
2
22%
No, nexuiz physics are fine, if u touch them im off this game!
6
67%
 
Total votes : 9

Change the nexuiz physics a bit? :O

Postby cyan » Fri Jan 26, 2007 7:02 pm

I was sitting last night reading about this nexuiz pro and stumbled over they wanted to change some of the physics, now i tried it on my own hosted server and the feedbacks so far has been overwhelming. I suggest we change the following so its default in nexuiz.

* sv_airaccelerate 0.5
* sv_accelerate 10
* sv_maxspeed 400
* sv_maxairspeed 250
* set sv_friction_on_land 0
* set sv_airaccel_sideways_friction 0
* set sv_airaccel_qw 1
* g_balance_jumpheight 350

These changed will make the game more competive friendly instead of being a FFA game.

Futher more i would like to see the map ztndm3 being an official map in nexuiz, again because it works good in nexuiz and its good for competive play.

When u vote please write a few words why u voted whatever u voted.

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Postby Vendor » Fri Jan 26, 2007 7:14 pm

As a mere player in Nexuiz, I have no idea what you are proposing. Could you explain how these settings differ from the existing defaults, the problem you are addressing, and what effect you think the changes will have on gameplay, for each of the settings in turn. Also I am a bit hazy on why settings for FFA are different for "competitive" play.
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Postby cyan » Fri Jan 26, 2007 7:41 pm

Vendor wrote:As a mere player in Nexuiz, I have no idea what you are proposing. Could you explain how these settings differ from the existing defaults, the problem you are addressing, and what effect you think the changes will have on gameplay, for each of the settings in turn. Also I am a bit hazy on why settings for FFA are different for "competitive" play.


What it does is making the air movement as well as the air control easier and a little bit faster, when using these settings it still got the nexuiz feeling but reminds more of Quake world or Quake 2 movement.

For the competive versus FFA style, i feel like the movement in nexuiz now is "random" i mean whats the point of being able to jump 100000000000000 miles or whats the point in being able to actually catch up with ur own bullets / projectiles.

I also find it that sometimes i am forced up against the wall in nexuiz, no mather how much strafe jumping i do, i always end up in a wall and therefor losing all my gained speed, this wont happen with these settings.

If anyone got a server with proper routing, mine is only good for Norwegians and Danish people, i would appreciate if u would setup the server so people could test it.
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Postby divVerent » Fri Jan 26, 2007 8:08 pm

* set sv_friction_on_land 0
* set sv_airaccel_sideways_friction 0
* set sv_airaccel_qw 1

Certainly not. That introduces bunnyhopping (insane speeds for sideways jumping) just like QW has it. Either make it FAIR - so that you can get insane speeds WITHOUT this sideways bunnyhopping too - or kill bunnyhopping too (which is what sv_airaccel_sideways_friction does).

Otherwise... newbies have absolutely no idea how to figure out that strafejump trick for QW... and then they see others jumping around at insane speeds, while they themselves can't get that fast. That's really frustrating to new players, we DO NOT WANT THAT.

As for the changes to floor friction, maximum speed and in-air acceleration, that can be discussed. Dresk goes actually in the other direction in his mod and makes playing feel like on ice.
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Postby cyan » Fri Jan 26, 2007 8:18 pm

divVerent wrote:* set sv_friction_on_land 0
* set sv_airaccel_sideways_friction 0
* set sv_airaccel_qw 1

Certainly not. That introduces bunnyhopping (insane speeds for sideways jumping) just like QW has it. Either make it FAIR - so that you can get insane speeds WITHOUT this sideways bunnyhopping too - or kill bunnyhopping too (which is what sv_airaccel_sideways_friction does).

Otherwise... newbies have absolutely no idea how to figure out that strafejump trick for QW... and then they see others jumping around at insane speeds, while they themselves can't get that fast. That's really frustrating to new players, we DO NOT WANT THAT.

As for the changes to floor friction, maximum speed and in-air acceleration, that can be discussed. Dresk goes actually in the other direction in his mod and makes playing feel like on ice.


Dont u think most people who play these open source deathmatch games are not "newbies" and comes from either quake or UT and therefor knows how to strafejump :?:
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Postby torus » Fri Jan 26, 2007 8:22 pm

Im not so sure I like that idea. What with the exploding electro, machine gun, etc, I think Nexuiz is already fast enough. That said, I think that the game could benefit from a bit more in-air control, and less friction might help— although I could imagine this could look a little bit funny with the current run animations (moonwalking anyone?) Just my two tokens :)
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Postby esteel » Fri Jan 26, 2007 8:52 pm

cyan wrote:Dont u think most people who play these open source deathmatch games are not "newbies" and comes from either quake or UT and therefor knows how to strafejump :?:

not sure if its an indication but newbies i meet on ctf made me write those 'little' two posts: http://forums.alientrap.local/viewtopic.php?t=555 http://forums.alientrap.local/viewtopic.php?t=849
Everyone begins at some time, i know a few people from irc that started playing with nexuiz. then again how popular is cpma? THE competitive mod? How many new players does it get? What about quakeworld? I guess you like that other w.. game. Did you read their forum how many people do not know about those trickjumps?
You know games, i know games but that does not mean others do to the same amount. I think its good to have simpler physics like right now as they give everyone similar changes. It still pays off to know when to jump how, its not that Nexuiz does not have trickjumps. You can gain speed right now but it does not need tricky movement.. currently the tricky stuff is more keeping your speed in Nexuiz.
I think thats good but i'm not opposed to stuff that will make the movement feel 'crisper' nor am i opposed to changes like what you propose in the 'pro' version but that an other thing to discuss.
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Postby ai » Fri Jan 26, 2007 9:24 pm

cyan wrote:Dont u think most people who play these open source deathmatch games are not "newbies" and comes from either quake or UT and therefor knows how to strafejump :?:


I don't play Quake, and I hated Quake-like games before Nexuiz. I played UT sure, it's fun and everything but A LOT different than Nexuiz. I actually hated Nexuiz before too but Morfar kept talking about it and keep telling me to download. So one day I just did (the reason beyond me) but since that day I started to love Nexuiz. And I didn't know anything about trick jumping or high speeds or anything.
And I've also seen lots of newbies who does not know how to do them either. I see people run, without jumping or lasering, in open areas (for instance Facing Worlds) and getting shot by snipers. I've seen flag carriers walk back to the base as they do not know about these high speeds. So there's lots of newbies out there, and I was one of them.
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Postby divVerent » Fri Jan 26, 2007 10:23 pm

Well, but I suppose they'll learn about the jumping just from watching the others. "They hop around all the time, let's try that too". That works, and they'll learn it. Laser/rocket jumping - a bit harder to guess, admittedly. But people ask in game, and others respond. Still, after a short time, even a newbie has good chances to find out how to move fast - and the chances are low that he thinks that someone is cheating.

As for "Dont u think most people who play these open source deathmatch games are not "newbies" and comes from either quake or UT and therefor knows how to strafejump?"... UT has no QW-style bunnyhopping. Actually, UT even prevents preparing a second jump while in air: The jump key is only effective if you press it while on floor, so you HAVE to wait until you reach the floor until you press it again. That effectively prevents any sort of bunnyhopping.
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Postby kozak6 » Fri Jan 26, 2007 11:08 pm

cyan wrote:
Dont u think most people who play these open source deathmatch games are not "newbies" and comes from either quake or UT and therefor knows how to strafejump :?:


Absolutely not. It's one of the main reasons that Enemy Territory Fortress failed so miserably. You had the new players that came over from Enemy Territory with no experience at all with a Team Fortress game, and then you had the pros bouncing and bounding along unstoppably at Mach 3.

You couldn't tell what they were doing. You couldn't tell how they were doing it. You jump around and try to do the same thing and nothing happens. And in the meantime, they couldn't be touched.

I'm really glad our playerbase is so much friendlier, though. In ETF, they just kick, laugh at, or ignore you if you start asking questions. Or, at least if you aren't banned for not following bizarre gentlemen's rules.

At least in Nexuiz, if you just jump around like a retard, it's almost as effective as holding down jump before you land.

Hell, that's how I did it until recently :oops: .

Laserjumping is a little more unintuitive, but it could be figured out if someone was paying attention (or if they asked). I've helped people figure out how it works before.
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