FruitieX wrote:Flying Steel wrote:xplinux557 wrote:Also, the physics are a bit less realistic that iq3.
I wonder though if this is because of engine limitations or game design preferences?
Do you mean player physics? Then that's game design preference, as you can easily change to VQ3 physics for example by using the following console command:
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exec physicsQ3.cfg
I have to say that I myself prefer VQ3/CPM/Nexrun physics over the Nexuiz ones, and hope there will be more servers that run these physics sets (or at least give the players an option to vcall them)
In ioquake3-based games, most of the objects' and players' movements are more realistic than in Nexuiz (generalization). In Nexuiz, whenever I shoot another player from the back, sometimes the player falls backward and not forward, and sometimes when I shoot from the front, the fragged player falls forward and not backward! This NEVER happens in ioquake3.
When I frag a person in midair in Nexuiz, the player's gun falls straight down and lands on the floor. In nearly all iq3-based games, when a player is fragged in midair, the player's gun falls at an angle and slides a little along the floor before coming to rest. Also, the motion of the player being hit by a gunshot and falling is more accurate in ioquake3 (my opinion). In OpenArena (using ioquake3), when a player is on a long stairway and jumps down several stairs, the player staggers a bit down a stair or two as it lands, just like a real human being regaining his/her balance (very pretty effect).

The only physics in DP that is more accurate than iq3 is the Darkplaces' shell impacts (shells ejected out the side of a gun and bouncing on the floor).
PS: I have confirmed everything that I've said in the last few posts here because I am constantly opening up Nexuiz and OpenArena to check my accuracy of what I wrote.
PPS: Does iq3 have ragdoll physics? (I'm just curious)