Question About Air Control

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Wed Jun 21, 2006 4:30 pm

  • I just want to start by saying that I really appreciate all the work that the developers have put into this new version of Nexuiz. I wouldn't what this post to be viewed as a complaint as much as it is a question.

    Now, I've never played a fps that had air control, so this seemed VERY strange to me when I first played version 2. But since it was new to me, I figured I'd better try to get used to it before saying anything about it; as I might find that it was an improvement. Now, after playing the new version for awhile, I still don't appreciate air control. I must be missing something, so I would like to ask the Nexuiz community, what is the advantage of having air control?

    It seems to me that the only function it serves is to provide a "guard-rail", so players won't fall off the edge of a map. Is this the only benefit of this feature? I don't see this as an improvement. I like to have as much of a challenge as possible, not to have "helpful" exceptions made so I don't get hurt.

    Are there some really special moves that air control allows for? Has anyone ever considered what the benefits of air control are? Are we all just taking for granted that air control is a must for a fps? Nexuiz has developed a distinct style of its own by taking a direction counter to that of its contemporaries. Does everyone agree that air control fits in with that style?
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    Glass Joe
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Wed Jun 21, 2006 4:32 pm

  • I rememeber there was a lot of nagging about the lack of air control in earlier versions.. Personally i preffer the lack of air control, its far more realistic (yeah i know nexuiz isnt realistic) and it gives people a decent chance to kredict movement of good players at least some places.
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Wed Jun 21, 2006 6:01 pm

  • It allows, easier 'access' to parts of the maps when you move, you can turn mid-air now which means you can choose where you want to go, and it just makes moving around a lot smoother.
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Wed Jun 21, 2006 6:52 pm

  • tChr wrote:I rememeber there was a lot of nagging about the lack of air control in earlier versions


    Exactly. I know that this feature has the support of in the Nexuiz community, and I want to know why?

    Help me out people, cause I don't get it, and personally, I don't like it.
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Wed Jun 21, 2006 7:30 pm

  • I think it mostly has the supprt of the moust loud members :) I'd really like to know too :)
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Wed Jun 21, 2006 9:54 pm

Fri Jun 23, 2006 3:59 pm

  • From the lack of response, I'm guessing that this is something the community wishes to silently accept into the new mix... :cry: . Oh well, I'll shut up about it.

    However, if I wanted to set up a server that didn't have air control, what variable would I want to tweak in the config?
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Fri Jun 23, 2006 5:36 pm

  • Please keep nagging.. I'll back up up ;)
    the spice extend life!
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    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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Fri Jun 23, 2006 5:50 pm

  • Glass Joe wrote:However, if I wanted to set up a server that didn't have air control, what variable would I want to tweak in the config?

    There are several premade physic configs. Enter "ls physics*" on the sever console to list them and "exec <name>" to enable one. The default is "physicsQBFplus.cfg", "physics15.cfg" will be as much alike to 1.5 physics as possible.
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Sat Jun 24, 2006 11:31 am

  • tChr wrote:I think it mostly has the supprt of the moust loud members :) I'd really like to know too :)


    Main reason was the laser. When fixing a bug with 1.5 that caused unpredictable and server tic rate dependent movement, we had three choices:

    • increasing air control above what 1.5 had
    • reducing air control far below what 1.5 had
    • implementing "original" QW-style movement with all its bugs and features


    Many tests have been done, and the first possibility has been chosen. The problem with the second one - which was first attempted - was that it broke almost everything you could do with the laser before. The problem with the third one is that QW-style movement has a nasty bug some people call a feature: you can reach insane speeds only using an "advanced" method of bunnyhopping. Meaning that the pros jump around at really high speeds all the time, annoying the ones who are new to the game and don't know that QW bug. It just isn't acceptable that strafejumpiung is faster than forward jumping. What we now have is the closest to 1.5 we could get without the big predictability problems or jerky movement (try physics15.cfg for that), but yes, it does have much more air control.

    I happen to like it, but still it isn't really what I originally wanted. I would have preferred a bugfixed 1.5-style movement, but that seemed impossible. Still I like how it "rounds out" the corners on maps like darkzone.
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Sat Jun 24, 2006 12:51 pm

  • Glass Joe wrote:From the lack of response, I'm guessing that this is something the community wishes to silently accept into the new mix... :cry: . Oh well, I'll shut up about it.

    However, if I wanted to set up a server that didn't have air control, what variable would I want to tweak in the config?

    There is no need to response imo :) This new movement is better. End of discussion :) hahaha
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Sat Jun 24, 2006 7:01 pm

  • morfar wrote:
    Glass Joe wrote:From the lack of response, I'm guessing that this is something the community wishes to silently accept into the new mix... :cry: . Oh well, I'll shut up about it.

    However, if I wanted to set up a server that didn't have air control, what variable would I want to tweak in the config?

    There is no need to response imo :) This new movement is better. End of discussion :) hahaha


    Nope. This is an open source game. Everyone has the right to change such settings. However, the following condition is not asking too much: If you change such gameplay related settings, either in code or in cvars, make your server not public or, if you do so, state so both in hostname and sv_motd so players know why the game plays different on your server.
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Sun Jun 25, 2006 2:38 am

  • I might have mentioned this before, but since I* mtoo drunk to remember I'll repaet it..


    Ther is no way you can move like the new air control.

    it fells like moveing with th ejetpack in Duke#d... I dont like o.. seriously.. it totally FU my aim, and my control is crap.

    I''ve tried to learn it, biut I still don t like it.
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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Fri Jun 30, 2006 7:28 am

  • I guess it ultimately boils down to control.. Now you no longer just jump in the direction you moved before but can actively change it. You can go round tight corners, you can stop yourself (model :)) from falling down in spacemaps after being pushed of. Play NexFace and get hit on top of the tower with a nex. In 1.5 you would have just fallen into the void. Now you can still hit the ground. You can better correct your flight path, you can use the aircontrol to gain speed. Now Nexuiz feels like being inside the level, being part of it, not just jumping through it. I guess people familiar with quake1/qw/cpma will love the new air control as its similar. Except for the missing strafe jumps that is.
    I was testing a quake4 map yesterday and jumping through it felt soo limited.. I know you can do almost the same with crouchsliding but thats on the ground. Yeah some people like this new control and some do not. Thats taste, but i think it fits Nexuiz fastpaced style much better now. Fast and in control!
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    esteel
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Fri Jun 30, 2006 6:41 pm

  • Thanks divVerent! This is exactly the explaination I was looking for. This really clarifies the developement issues that motivated the change.

    I've gotten more used to air control now. In fact, I think I've forgotten what the old physics were like (I'll have to setup that server...someday). Whether the new physics are better or worse, I can't say. In the end, I think it's just a matter of your playing style.
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