Old _Quake_ Player Physics are no good

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  • Old _Quake_ Player Physics are no good (Zero aircontrol and halved step hight).
    How did any of you suffer through that back in the day with your sanity intact?

    The 0 air control makes nexuiz unplayable (how was quake even playable?)
    the halved stepheight destroys maps and make them little more than pictures that you can't really move in

    Playing with quake physics nexuiz Un-Fun.
    (And breaks maps. lol, if there is any height diffrence forget about getting on the thing unless you get a good running start!)

    Makes it like a tactical shooter.

    How did anyone enjoy quake? The physics are terrible!

    I'm glad Nexuiz has good physics.
    tundramagi
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Mon Jan 19, 2009 2:23 pm

  • Even though the core issue has been resolved (updating not a full svn, but just defaultNexuiz.cfg, and missing the new file physics25.cfg), you should know that there ARE ways to be fast in Quake physics.

    It's called "bunnyhopping".
    1. Open Notepad
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    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Mon Jan 19, 2009 9:07 pm

  • There were more ways in quake to be fast than only bunnyhop.

    Zigzagging
    Bunnyhop + zigzagging -> strafejumping
    Also wall hugging

    Hook (not a physics feature)
    Alien
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Tue Jan 20, 2009 6:37 pm

  • how does, mouse = turn (in air, without having to hold any strafe keys) work in quakeworld anyway, can anyone answer me that, cause i'd really like to know, and where one could find the code for it.
    :]

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    k0jak
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Tue Jan 20, 2009 7:35 pm

  • Yaw speed is added to body velocity if you do the turn at the right moment.

    Take a look at these: http://www.own3d.at/videos/?search=&sea ... h_enter=GO There are 2 qw movement tutorials in the wrong section. They're in Russian, but you'll probably understand anyway.
    Alien
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Tue Jan 20, 2009 8:06 pm

  • Alien wrote:Yaw speed is added to body velocity if you do the turn at the right moment.

    Take a look at these: http://www.own3d.at/videos/?search=&sea ... h_enter=GO There are 2 qw movement tutorials in the wrong section. They're in Russian, but you'll probably understand anyway.


    Ok but im not wanting videos on how to move in quakeworld, what i need to know, is how the mouse is enabled in air to turn the player (not with strafe keys like in nexuiz).

    I would like to know exactly how that is done, must be some code somewhere?
    :]

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    k0jak
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Tue Jan 20, 2009 8:09 pm

  • k0jak wrote:how does, mouse = turn (in air, without having to hold any strafe keys) work in quakeworld anyway, can anyone answer me that, cause i'd really like to know, and where one could find the code for it.


    I would like to know the name of this kind of movement first, so I can search for it better. However I think I saw already some of this on the Warsow code, just a few lines. As far as I know the best place to implement this would be Darkplaces.
    This seems to be good for movement, but I'm not sure about aiming on the air.
    Last edited by mand1nga on Tue Jan 20, 2009 8:34 pm, edited 1 time in total.
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    mand1nga
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Tue Jan 20, 2009 8:23 pm

  • I think better thing to implement would be doing a something similar to water push in the air when you jump too close and barely miss the platform. Also ninja hopping from one side of wall to the other would be nice.

    The code should be in qw physics somewhere.
    Alien
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Tue Jan 20, 2009 9:22 pm

  • Ok thanks for the help, i ask because i asked mand1nga if he could look into this for me to see if he could implement it in nexuiz for a project, so if anyone else can help or shed some light on the matter it would be appreciated :)
    :]

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    k0jak
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Wed Jan 21, 2009 11:23 am

Wed Jan 21, 2009 1:43 pm

  • Actually, learn doing this with the laser or hagar :P
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Wed Jan 21, 2009 2:06 pm

Wed Jan 21, 2009 3:52 pm

  • k0jak wrote:Ok thanks for the help, i ask because i asked mand1nga if he could look into this for me to see if he could implement it in nexuiz for a project, so if anyone else can help or shed some light on the matter it would be appreciated :)


    Come on guys, kojn is paying me for this
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    mand1nga
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Wed Jan 21, 2009 4:25 pm

  • esteel wrote:
    Alien wrote:Also ninja hopping from one side of wall to the other would be nice.

    Gnah.. go play warsow till your eyes get sore or you reach enlightment over nexuiz :P


    I could say go and play CS because div has implemented headshots. :P
    Alien
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Wed Jan 21, 2009 7:03 pm

Wed Jan 21, 2009 10:30 pm

  • Warsow Racing is amazing.....Not so for all other modes.
    Komier
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Wed Jan 21, 2009 11:04 pm

  • Komier wrote:Warsow Racing is amazing.....Not so for all other modes.


    What do you consider its advantages comparing to Nexuiz race?
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    mand1nga
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Thu Jan 22, 2009 12:44 pm

  • nexrun, well be pretty similar to warsow race when it get's done.


    Anyway can we stay on topic please, nearly all of the last 6 comments have not been helpful :roll:
    :]

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    k0jak
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Thu Jan 22, 2009 2:16 pm

  • Any programmer who wanted to port original quake physics can just look at the sources of Quake, since it's GPL'd...

    And I do not quite understand what you, kojak, would do with the code yourself.

    I guess that you original request is still the desciption how to do the moves exactly. Basically movement tutorials are good for this. No idea where you can find them, though...
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    GreEn`mArine
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Thu Jan 22, 2009 2:44 pm

  • k0jak wrote:nexrun, well be pretty similar to warsow race when it get's done.


    Anyway can we stay on topic please, nearly all of the last 6 comments have not been helpful :roll:


    Well .. even staying ontopic we still will be offtopic :lol:

    I really don't understand what is the point of putting more energy on this mod than on the game itself. I think Nexuiz race now has more maps and a bigger user base, which allows us to have a more stable, features-rich and maintained race mode.

    Back on the previous topic what I saw about this qw/cpma/warsow movement is: you strafe as much as you move the mouse on the x axis, only when the player is on the air and pressing the forward key. Going backwards you just can't strafe with the mouse. It seems this can be done editing qcsrc/server/cl_physics.qc and maybe a little of the cl_input.c file on Darkplaces.
    The only advantage I see with this kind of air control is that you can do better cornering. It must be good for race modes, but I'm not sure about other modes at least for those (like me) who don't strafe always on air because this changes completely the crosshair position.
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    mand1nga
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Thu Jan 22, 2009 4:55 pm

  • kojn: In qw you have to let go of +forward when in the air to bunnyhop, move mouse and strafe in the same direction at the right speed to accelerate. It's similar to what warsow movement is, they were trying to emulate qw movement in the first place but it's easier in warsow.

    I also don't see the point of nexrun anymore, race is perfect. Just make a different physics cfg if you really want different physics. Race has all the features you need.
    nifrek
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Fri Jan 23, 2009 7:43 am

  • That's because qw movement was a bug/unintended feature, while warsow was done specifically.

    I suppose we need to make a list of what features are in qw/warsow and what are in nexuiz and what capabilities current physics lack.
    Alien
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Fri Jan 23, 2009 8:48 am

  • I could check out the nexrun maps, add the entities to make them suitable for race mode if someone has not done that yet. How many are there and what are they called?
    Now with new shiny avatar.
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    PinkRobot
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Fri Jan 23, 2009 12:05 pm

  • Alien wrote:That's because qw movement was a bug/unintended feature, while warsow was done specifically.

    I suppose we need to make a list of what features are in qw/warsow and what are in nexuiz and what capabilities current physics lack.


    It's a bit complicated, I've tried before to modify the physics to be like qw and there too many differences. The player in Nexuiz is taller than the quake1 player, that makes a huge difference. Just load a q1 map in nexuiz, you'll see. If only for that, I don't think you could replicate the physics exactly, it would never feel exactly the same. Also I'm guessing Nexuiz does not have the "bug" that allowed the qw bunnyhopping but I could be wrong.

    With that said, I don't see the point anymore into modifying the physics to be more like another game. Might as well just play the game you're trying to emulate. IMO it's fine to work on the physics to make movement more interesting, I still think movement in Nexuiz are not as responsive as they could be, especially for dodging, switching directions faster and more precise while keeping the Nexuiz "feeling". But with any changes like that, weapons need to be adjusted too, it affects pretty much everything, better dodging means some weapons become harder to aim with, some maps might be broken, etc. It's a lot of work and testing.
    nifrek
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Sat Jan 24, 2009 7:04 am

  • I meant not replacing existing ones but adding more tricks which were available in other games and proved interesting/useful.
    Alien
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Sat Jan 24, 2009 12:49 pm

Sat Jan 24, 2009 4:15 pm

  • PunkRabbit wrote:I could check out the nexrun maps, add the entities to make them suitable for race mode if someone has not done that yet. How many are there and what are they called?


    I can tell you when i get back home, im away at the moment, i will be back on monday.
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    k0jak
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Sat Jan 24, 2009 4:25 pm

  • nifrek wrote:
    I also don't see the point of nexrun anymore, race is perfect. Just make a different physics cfg if you really want different physics. Race has all the features you need.


    race is not perfect for me, race is not what i want and never has been that's why i don't play it.

    Im not going to go on about nexrun because i don't want to go off topic AGAIN.

    I wanted to gain qw turning air control, combined with nexuiz style strafing as this would make the maps easier to complete and have nicer movement then the physics set i have made at the moment for nexrun and defrag map compatibility, that's why i asked the question in the first place i explain why for and then people start going off topic again, so i have to go off topic and explain.

    thanks to people who have posted some help on the matter.
    :]

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    k0jak
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