Nexrun development

Developer discussion of experimental fixes, changes, and improvements.

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Nexrun development

Postby k0jak » Sun Jun 28, 2009 9:10 pm

Thought i'd post here in development rather than editing.

For those or know or don't know or played the older version of nexrun, new version will be shortly arriving, we now have got a nice physics set that is a mix between nexuiz +forward to gain speed and CPM turning with Q3 strafingww.

The goal is to be able to play a lot of the current defrag maps (not all) but with settings to be a bit more newbie friendly whilst still keeping some feel of nexuiz's physics (+forward speed gain) ( (with any little changes we need to make, after asking the author's permission to do so first of course) with these physics.

Firstly the only maps available with the first release will be basic non-weapon maps, as we still need to get the correct weapon settings for weapon maps, and they will be a lot harder to fix so they work correctly e.g (correct ammo from ammo packs, weapon settings, shield settings, need a powerup that will work the same as Q3s haste etc) so one step at a time!

The idea to incorporate +forward was to make it a bit more newbie friendly and easier for newbier players to use, however you still need to strafe at the start to gain speed like in Q3 before you can take effect of +forward.

Below is a video of a map frutiex has made with him doing a run on it, show-casing the physics and his new map that he has made specifically for nexrun prior to it's release.

http://www.youtube.com/watch?v=388LMdQ6-4Y

more news to come!
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Postby PinkRobot » Mon Jun 29, 2009 7:03 am

The map and the run look absolutely amazing. Looking forward to seeing more about this :)
Now with new shiny avatar.
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Postby Alien » Mon Jun 29, 2009 11:13 am

Incredible. I wish I could do that.
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Postby Fisume! » Mon Jun 29, 2009 2:20 pm

nice map fruitiex.
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Re: Nexrun development

Postby Flying Steel » Mon Jun 29, 2009 5:38 pm

So where do you get these physics and how do you activate them, ooc?


They are not currently available to nexuiz players until the first release of nexrun.

Why not make forward jump just replace strafe jump in the beginning as well?


I tried to get just +forward to gain speed, but then when I tried to introduce turning with strafe keys, it became..well messy.

TVR is also right, you need strafe to be able to do some stuff on some of the maps we want to include/play in the future, on slanted slopes Q3 strafing allows you to keep your speed better as well, and we wanted a hybrid of nexuiz + Q3 movement.
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Postby TVR » Mon Jun 29, 2009 5:46 pm

Flying Steel wrote:... Why not make forward jump just replace strafe jump in the beginning as well? ...


To complicate trick-jumps.

However, forward jump will eventually replace the circle-jump, that is the end-stage of Nexuiz movement.
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Postby k0jak » Mon Jun 29, 2009 6:51 pm

I accidently edited your post somehow flying..I do apologise, but I don't know how to change it back :D

But on the up-side I did answer your questions :D
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Postby Flying Steel » Mon Jun 29, 2009 7:05 pm

k0jak wrote:I accidently edited your post somehow flying..I do apologise, but I don't know how to change it back :D


Heh, yeah I've done that myself on a forum I moderate. The software just doesn't save generations of post edits, only deleted posts.

But on the up-side I did answer your questions :D


Interesting.

Thanks.
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Postby Komier » Wed Jul 01, 2009 3:54 am

So with forward giving speed and turning ability, and strafe jumping + circle jumping + strafe turning possible, is this very similar to warsow "new movement" without the dash, wall jump, and double jump?
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Postby FruitieX » Wed Jul 01, 2009 1:58 pm

Actually, turning using +forward only WON'T replace circle-strafing. It gets very hard to turn by only using +forward when going faster than 1000 qu/s, but it's still as easy to turn by circle-strafing.
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