Make radar more usable

Developer discussion of experimental fixes, changes, and improvements.

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Postby Alien » Wed Jun 24, 2009 5:58 pm

From docs/basics:
Nexuiz does not need you to do this with strange key combinations or even with circular movements of the mouse - trying to do these will generally make you slower. The only time that strafe-jumping (holding one of the strafe-keys while jumping) is useful is for the very first jump you make. This can increase your jump speed a little - although not by much and its complicated to learn.
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Postby Flying Steel » Wed Jun 24, 2009 6:38 pm

Alien wrote:From docs/basics:
Nexuiz does not need you to do this with strange key combinations or even with circular movements of the mouse - trying to do these will generally make you slower. The only time that strafe-jumping (holding one of the strafe-keys while jumping) is useful is for the very first jump you make. This can increase your jump speed a little - although not by much and its complicated to learn.


Unfortunately the first jump is usually what determines if you make it to a platform or land in the drink. Unless it would just take alot of physics reworking effort to be accomplished it should really be removed as an exploitable bug.
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Postby tundramagi » Wed Jun 24, 2009 6:39 pm

Flying Steel wrote:
Alien wrote:From docs/basics:
Nexuiz does not need you to do this with strange key combinations or even with circular movements of the mouse - trying to do these will generally make you slower. The only time that strafe-jumping (holding one of the strafe-keys while jumping) is useful is for the very first jump you make. This can increase your jump speed a little - although not by much and its complicated to learn.


Unfortunately the first jump is usually what determines if you make it to a platform or land in the drink. Unless it would just take alot of physics reworking effort to be accomplished it should really be removed as an exploitable bug.


It would break trick jump maps for perhaps no benifit.
We shouldn't break people's maps I think.
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Postby Flying Steel » Wed Jun 24, 2009 6:47 pm

tundramagi wrote:It would break trick jump maps for perhaps no benifit.


I wouldn't think so, since apparently it is pretty easy to use another one of the physics presets on different servers/games. Alot of the servers with those sorts of maps I believe run more liberal trick physics settings anyway.

I only mean default Nexuiz.
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Postby Alien » Wed Jun 24, 2009 9:10 pm

No, strafing does not gain any additional speed more than simple bunnyhoping and I doubt that the first jump + strafe part is even relevant with current physics. Div could elaborate more. Btw, I have never seen a video where people use q3 or qw stafejumping movement to start the jump in nexuiz.
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Postby Flying Steel » Thu Jun 25, 2009 12:45 am

Alien wrote:No, strafing does not gain any additional speed more than simple bunnyhoping and I doubt that the first jump + strafe part is even relevant with current physics.


If that's the case then now I'm liking the new physics even more.

Div could elaborate more. Btw, I have never seen a video where people use q3 or qw stafejumping movement to start the jump in nexuiz.


I saw such a video after the release of 2.5 on this forum, can't remember where exactly now.

Also stumbed on a server running that space race map with the long winding trail of platforms where you jump from one to the next. You need to strafe jump to make at least the first platform. The only guy there who could make the jump was strafe jumping (as he told me when I asked how he was making it) and had a much better trajectory than I could get, making the platfrom many times. So if it isn't very useful in default, then some other physics settings were being used.
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Postby Mizu Kitsune » Thu Jun 25, 2009 3:45 am

we went from talking about the radar to race? strafejumping on first jump doesn't make any difference, however there are the other physics configs and i clear alot of the race maps using the g_doublejump cvar under adv settings.
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Postby AnArKiSt » Thu Jun 25, 2009 5:09 am

divVerent wrote:As for the race level - yes, 33.3 seconds was a mistake. It is 36 seconds now, can you try it? Maybe it should even be 40.


I did the 33.3 seconds on my first try. Was following the advice to get and use the mortar behind you really too hard for some people? :shock:
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Postby Alien » Fri Jun 26, 2009 1:55 pm

It probably was played on cpma physics which were introduced into nexuiz recently. However, these are not default.

It can be done without mortar in time even when played by sluggish player like me.
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Re: Make radar more usable

Postby k0jak » Fri Jun 26, 2009 6:59 pm

Flying Steel wrote:
[-z-] wrote:Emphasizing this. I once heard a developer say they'd never want to include a race map they themselves could not complete. I think that is RIDICULOUS and hurts the game.


Couldn't disagree more, the game is supposed to be a "simple" FPS not a "you need to know insanely pointlessly complicated movement techniques just to complete a level" FPS. I think the devs are on the right track, caring about making a game that is just in general fun and balanced for alot of people, regardless of whether or not they've spent 10 years learning how to best exploit the physics bugs of quake 1.



Couldn't disagree more with you, just because someone can't complete a map does not mean that other's can't!

It's all about different skill-levels, nexuiz seems to go down the route that targets newbies/less skilled players, but hurts top-end players.
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