avirox wrote:Seems like you're getting there. A few things i noticed tho:
1) you lose speed when you bunnyhop; this is because of the friction code. The way i fixed this in Team:Nexuiz was to set a property (last_fall or something) to time + .1 for the nexuiz player land code. If this value is greater than "time", the friction code will not react. This is not the only way ofcourse, but it's a suggestion
2) Too much air control!! This is a good thing and a bad thing depending on how you playIt feels almost like T:N's, tho a bit less controlled. Basically i can just jump around and hold forward and it will take me wherever I want to go. I've never played this promod, but I think what you're aiming for is more of a strafe jump air control(?) so try to tweak some properties there
Hope to see it on some servers \m/ Peace,
Thank you for testing. I noticed the same 2 things. Your tip under 1) sounds great, have to try it out as soon as I finish the roundplay-mode (next weekend

2) The strength of the airmovement can be controlled over two cvars. But i need also to review the calculations after I fixed that friction thing maybe I can figure something out.
With promode physics in quake3 you have lots of aircontroll, but its much different. it is hard to explain for me. The main difference right now is that you cant just change your direction as easy/fast as in my mod. You have to fly in smooth circles, else you will loose speed. But if you jump curves in the right angles you will gain speed.
The speed gain doesn't really matter for clanarena, because you will boost yourself with a rocket (or any of the many other alternatives in nexuiz

But because of the high speed in which you hunt your enemies, you need to be able to fly in curves.