Nexuiz & CPMA Movement ?

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Mon May 04, 2009 8:33 pm

  • Wolfseye wrote:
    Noone says that the overall physics of Nexuiz should change, but maybe just give an alternative. The more choice you give people, the more attractive is a Game to people. Those that prefer Q3:CPMA now, would maybe even think about checking out Nexuiz more often, since there they could then also have a choice of using a CPMA kinda physics in Nexuiz and can stick kinda with that movement what they like most.

    As Nexuiz is a free Game, I think it would bring more Q3 Fans to Nexuiz.


    I've only got up to here in the thread but first things first.

    Thanks for making this thread, if I had started it I don't think i'd of got half the replies here.
    Secondly, thanks for being clear and concise and saying to add it as an extra, I asked for this before, but as I said on ESReality, we need help so that someone who can code, understands how to implement this movement into nexuiz.

    I totally agree about it would attact more players, I said this to esteel.

    To Green I can't see it being a bad thing, more players is good and there's always going to be idiots and nicer people, and were not really getting a huge rise in new players in 2.5 compared to 2.4's release, I don't see whats wrong if people want to play with different physics, personally I'd play with both sets but I can understand why you'd think Q3 players wouldn't play the nexuiz as you and me know it as, but if there not playing it before because of movement there not going to start now, I mean some people prefer to play nexball more then DM etc.


    To divVerent, you said your waiting for a response from the CPMA team, can you keep us posted on this, if they reply and what they say, as like you said it's better to wait for a response from them then look at how warsow does it, thanks.
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Mon May 04, 2009 8:54 pm

  • I private messaged div about some stuff I have found. I am not sure if it helps to code it, lets see.
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Mon May 04, 2009 9:43 pm

  • Camping will be a big issue I think. I just played with it and one of the worst maps is FW, you could just have 1mm of view and aim on the enemy and poof. I got shot and killed many times from someone I didn't even see as it would only be like 1 pixel or to big.
    I even tried camping myself and it was easy and fun. So, campers who already think it's fun to camp will enjoy this even more.
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Tue May 05, 2009 8:07 am

  • Get a current Nexuiz and DarkPlaces SVN trunk checkout, and try exec physicsCPMA.cfg. It is there now.

    And it totally sucks. You have much less control than in normal Nexuiz physics (exec physics25.cfg), except for walking on ground.

    Sure, it's easier for noobs that you don't have to use the strafe key to turn in air. But, that's it! There is no other advantage of the CPMA style air control to Nexuiz's. Learn using the strafe keys in Nexuiz properly, then you can do much more and much faster than in CPMA style physics.

    We could agree to take over CPMA's values for on-ground control, but that's it. But I don't even find that necessary or useful...
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Tue May 05, 2009 12:55 pm

  • Seeing as nexuiz player is taller than q3 player, it would indeed not make much sense to use this cfg. I have not tried it but I can guess it would feel nothing like cpma right now, just like using the q3 physics in nexuiz. Somebody familiar with cpma would need to play and adjust values to the cfg to compensate for size, then maybe it would be playable. I doubt it's possible to have it feel EXACTLY like cpma, but at least it'd be a good start.
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Tue May 05, 2009 1:44 pm

  • I try now and give some feedback. Did the stuff help which i gave you divverent? At least for the movement (aircontrol)?
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Tue May 05, 2009 1:51 pm

  • Once I get the physics and newer engine etc, I will try some different values and see what it's like just for fun really, and to see if it's possible to put my nexrun settings into it to see what results I get out from it...

    Aren't you able to turn with speed in the air from one way to the other whilst keeping speed quicker then default nexuiz physics?
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Tue May 05, 2009 7:41 pm

  • Nice work. It is a good start with the aircontrol. Of course, some physics needs a change, but it feels a lot like cpma now. I am interested to see some other feedback.

    For all who dont know anything about the CPMA aircontrol but want to test it: Press Forward + use the mouse while flying. When you use Strafe + Forward you will gain speed, but not able to control in air!
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Tue May 05, 2009 8:31 pm

  • Awesome stuff, I fell in love right away and made this so ppl don't need to download 2GB of Nexuiz SVN just to play with CPMA:

    http://www.hrfdesign.com/crap/misc/cpma_patch_v1r1.zip

    Download, backup old binaries, extract into Nexuiz 2.5.1 base dir, exec physicsCPMA.cfg and play! :)
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Tue May 05, 2009 9:27 pm

  • 1st impression: WTF!? Seriously?
    2nd impression: Yeah ok.
    3rd impression: Could be fun.
    4th impression: Sure, could be ok to provide as an option, just don't make this standard/default ever!

    Summary: These physics will make Nexuiz pro's into noobs all over again. I sucked real hard with these and I knew I would be an easy target. People without the experience of CPMA (like me) would flat out become noobs/infants/lowlifes all over again. Would take me years to become pro with these and I definitely do not have the will to learn these physics, so I'll be staying away from it and playing regular Nexuiz. :)
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Tue May 05, 2009 9:38 pm

  • ai wrote:1st impression: WTF!? Seriously?
    2nd impression: Yeah ok.
    3rd impression: Could be fun.
    4th impression: Sure, could be ok to provide as an option, just don't make this standard/default ever!

    Summary: These physics will make Nexuiz pro's into noobs all over again. I sucked real hard with these and I knew I would be an easy target. People without the experience of CPMA (like me) would flat out become noobs/infants/lowlifes all over again. Would take me years to become pro with these and I definitely do not have the will to learn these physics, so I'll be staying away from it and playing regular Nexuiz. :)


    Even I sucked quite badly aswell :D

    But im trying to learn them though, So I can play defrag maps with these physics as well as the much more noob friendly ones i made :)
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Tue May 05, 2009 11:27 pm

  • Why would anyone want to include strafe-jumping into Nexuiz?

    That exploit was purposely replaced by high-air control & bunny-hopping as a more intuitive alternative.
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Wed May 06, 2009 1:50 am

  • When you turn in CPMA, you don't usually use only forward, as you don't gain speed. If you use only strafe, then you accelerate throughout the turn, instead of very gradually slowing down. Strafing only is usually a better alternative to only using forward in CPMA. It is a little bit harder to keep speed, but it's the same with turning in Nexuiz, if you don't know how, you'll suck.
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Wed May 06, 2009 2:28 am

  • Well I noticed Kojn is doing that. I didnt see any noticeable speed/range difference at all, except he was high in air. I am used to forward only in cpma and it works fine for me :wink:. Btw, I dont lose speed in nexuiz nor q3 cpma with this. Guess it is the best to be able to use both.
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Wed May 06, 2009 3:13 am

  • FruitieX wrote:Awesome stuff, I fell in love right away and made this so ppl don't need to download 2GB of Nexuiz SVN just to play with CPMA:

    http://www.hrfdesign.com/crap/misc/cpma_patch_v1r1.zip

    Download, backup old binaries, extract into Nexuiz 2.5.1 base dir, exec physicsCPMA.cfg and play! :)


    Thanks for that, FruitieX.
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Wed May 06, 2009 3:27 am

  • No using +forward and trying to turn at the moment bundy you get a lot of slide, if you use the strafe key, and turn mouse you do not, and cornering is very tight.

    IMPORTANT?
    ==========

    im sure the friction setting is way too high, Unknown[NF] said this to me straight away, I can't complete any defrag maps, not even a section with it set to 8 and im not exactly a noob at it in nexuiz.

    It should be atleast set to 6, this is what it is in the physicsQ3.cfg and the settings there are the same settings for strafing in the CPMA physics but friction is set to 8 in it? I changed it to 4 to see how it worked, and I could pretty much do the defrag maps after, but when it was set to 8 I had no chance, also 4 was a lot more respronsive, it's late and i'll test out 6 tomorrow.
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Wed May 06, 2009 3:37 am

  • Either it's me, but you can't change movement direction instantly in Nexuiz just by turning with your mouse and then (after turn) pressing forward and keeping speed intact (1). One needs to start strafing (yet not releasing forward) before he wants to turn (2).

    Image


    Anyway, bunnyhopping in 2.5 was made even friendlier. It seems that now you can simply keep space all the time.
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Wed May 06, 2009 3:48 am

  • I've never played CPMA but I've been told before that CPMA physics are like QW but after testing this cfg it doesn't feel like it, I mean it "responds" in a similar way to mouse turning mid-air but it does not feel as responsive. Is that normal? When switching direction something seems wrong. I tried setting jump height and maxspeed on ground to nexuiz default values and it already feels a bit more right but something is still weird about this. Unless I'm completely off and CPMA physics aren't supposed to feel like QW physics.

    In any case, after playing with it a while, it sure is amazing to be able to do those very tight turns without slowing down, but after an hour I was already missing regular physics. The main advantage is clearly that, making tight turns, but otherwise I can't really see much else.

    Whoever is working on making adjustments, please keep us informed of your findings, ty.


    EDIT: Question, what was added to the engine to make this possible? Is it done only by adjusting those new (I think) cvars?

    sv_airstopaccelerate
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Wed May 06, 2009 3:55 am

  • Oh, was "mouse turning in mid-air" acceleration already implemented in NQ (original quake) or did it come with QW (quakeworld)?
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Wed May 06, 2009 4:06 am

  • Alien wrote:Oh, was "mouse turning in mid-air" acceleration already implemented in NQ (original quake) or did it come with QW (quakeworld)?


    It started in QW I believe, it was a "bug" turned into a feature.
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Wed May 06, 2009 4:17 am

  • divVerent wrote:Warsow seems to have much more than just CPMA-like physics, e.g. it also has an extra "dash" button for movement, and walljumping.


    Walljumping would be a good thing for nexuiz because you wouldn't need place ramps to create slopes all the time.

    Also it would suit ninjaz.

    Nifrek wrote:It started in QW I believe, it was a "bug" turned into a feature.


    Thanks. When trying to learn what bug which game (quake, ut, hl) had and how it became a feature, you soon become confused.
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Wed May 06, 2009 5:53 am

  • 2 Short demos of my CPMA movement (I think it explains it better then words). Use cl_showpressedkeys "2" to see what keys I am using. Dont expect to see the best jumps etc, but I think that´s ok to see the basics.

    In demo CPMA1 I made one curve with forward only and I tried one curve with your strafe style without forward (i am not used to it).

    >>> Download <<< Tell me when the download limit is exceeded .. I update this post then.


    Demos:
    CPMA1 - Map ngstation_v2
    CPMA2 - Map mIKEctf2_nex_r3

    Both demos were recorded on Divs CTF CPMA server, where some physics got changed. So they were not made with physicsCPMA.cfg !
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Wed May 06, 2009 7:03 am

  • No, there won't be any extra movement buttons for Nexuiz. So, no dash, no walljump.

    Think of people with three-button mice.

    And think of Mac users with one button :P they have a hard enough time as is.


    BTW. the only change vs physicsCPMA.cfg are sv_stepheight 34, so you can walk over all stairs you can walk in Nexuiz.
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Wed May 06, 2009 7:36 am

  • No extra buttons. Just being able to jump from side to the other until the force would be too low to go against the gravity.

    Image

    Another nice thing would be:
    Image

    In reality this technique is called wall running. http://www.videojug.com/film/parkour-wall-run


    Error: I meant platform not ramp in the last pic, my failure.
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Wed May 06, 2009 10:11 am

  • I'm against implementing dash or walljump or whatever. That's starting to steer away from the original concepts of Nexuiz, a fast paced, old school deathmatch shooter. Including dash, walljump or whatever is going into UT2Kx and Warsow style (which I don't think are those type of games). Besides, this would break maps even more.
    I know that you might just be talking about including it with the CPMA physics but even that is too much.
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Wed May 06, 2009 10:39 am

  • ai wrote:I'm against implementing dash or walljump or whatever. That's starting to steer away from the original concepts of Nexuiz, a fast paced, old school deathmatch shooter. Including dash, walljump or whatever is going into UT2Kx and Warsow style (which I don't think are those type of games). Besides, this would break maps even more.
    I know that you might just be talking about including it with the CPMA physics but even that is too much.


    Weren't some maps "broken" with 2.5 physics then? I can't understand how being able to do wall jump will break a map.
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Wed May 06, 2009 11:42 am

  • The change from 2.4 to 2.5 was miniscule compared to this. People can still do the same things gain almost the same speed, on some maps the speed even got increased. Walljumps might make things unbalanced (I haven't tried so I won't say it for certain will break stuff), but still, these do not really belong in the 'fast paced, old school shooter' as I've stated above.
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Wed May 06, 2009 12:40 pm

  • I would also disagree about adding walljumps or dash, that's adding more movement keys and it would'nt fit nexuiz, IMHO. I started playing nexuiz because of how old school and simple it was, otherwise I probably would've chosen warsow but chose nexuiz after trying both for that reason. Adding CPMA-style physics is one thing but then adding dash + walljump and you pretty much have wsw with different graphics. Altho I don't think it would break maps because anyway, we can already do those moves using laser, so I wouldn't see the point of adding more.
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Wed May 06, 2009 1:44 pm

Wed May 06, 2009 1:51 pm

  • has anyone looked into the friction setting, im sure it should be atleast 6 same as physicsQ3.cfg...Unknown is quite sure on this also.
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