Nexuiz & CPMA Movement ?

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Wed May 06, 2009 1:54 pm

  • But it is 8...
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    divVerent
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Wed May 06, 2009 2:06 pm

  • physicsQ3.cfg it's set to 6...


    bundy showed me a log from 1.0 promode last night and it was originally set to 6 as well, the stuff he gave to you was from a very old promode also, all I'm saying is can someone check this value, it does effect strafing I could tell within 2 minutes of play how much more distance I was getting because I could move better on my first jump for starters.

    All i'm saying is can it be checked for promode, maybe defrag set's it to 6, and promode is 8. Just want to double check :)
    :]

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Wed May 06, 2009 2:16 pm

  • No, as there is no source of CPMA available.

    http://games.linuxdude.com/tamaps/archi ... v_docs.zip

    is all there is, and there it is set to 8.

    And if you try a current CPMA version, it's likely to be different as they sure also have changed the code, not just the parameters.
    1. Open Notepad
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    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 May 06, 2009 2:38 pm

  • ok dokey :)
    :]

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Wed May 06, 2009 4:16 pm

  • Neither pushforce, nor walljump necessarily require any additional keys. It could integrate very well into current physics. What's the difference between placing ramps and allowing a player to jump from the side of the wall.
    Furthermore, 2.5 changed a lot for those maps who were made for stronger laser push which was in 2.4 and older versions. Yet, I haven't said this is bad (probably good).
    Alien
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Wed May 06, 2009 4:46 pm

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

    I think you just digged a trap for your own, tbh ;)
    jal
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Wed May 06, 2009 4:49 pm

  • Don't want walljump as standard, if people want it enough it could be done as an option...
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Wed May 06, 2009 6:07 pm

Wed May 06, 2009 7:29 pm

  • Current and well former CPMA settings except for very old CPMA versions had friction set to 5.6, I've tried the setting in nexuiz and it seems to work allright. Also I think stepheight should be the same as default nexuiz, nexuiz maps or scaled q3 ones make some jumps impossible without lasering. Also sv_stopspeed 100 is too high for cpma settings, it should be ~50 and sv_maxairspeed should be at ~360 to allow the same speed/distance ratio as cpma does.

    As for double jump and dodge an ut-like combo system could be in place. It would render the laser useless in a lot of cases tough. Only use i see for it is a mod where the laser would be highly toned down or replaced by a melee weapon.

    PS. Thanks for adding it DivVerent.
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Thu May 07, 2009 12:31 am

  • Had CPMA physics a speed cap when going out of teleports?
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    mand1nga
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Thu May 07, 2009 3:27 am

  • I think so, but with teleporters in CPMA you can do teleporter jumps, like a double jump, you jump again as you enter, Gives you an increase in height when you come out (and speed? not sure on that) But i know teleporter jump is in CPMA, im sure the teleporter kicks you out at a certain speed as well, Unknown should know where to find this.

    why's that?
    :]

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Thu May 07, 2009 4:58 am

  • Shut up about the settings.

    http://games.linuxdude.com/tamaps/archi ... v_docs.zip

    This is where they are from.

    If they are wrong, I don't care, this is the only resource about it there is.

    If you want to compare to current CPMA, I bet they also changed the code so it cannot be directly compared. You'd get something entirely different if you apply current CPMA's settings...

    I am absolute sure what we now have matches SOME version of CPMA, but it is very likely that it's neither 1.0 nor the current version.

    Also interesting could be if someone of you could ask the Defrag guys about their settings. Defrag is likely to have used this tutorial (as there is no other CPMA source release), and have altered the settings later. But this then would be a separate physicsDefrag.cfg when done.

    Just to back it up:

    http://code.google.com/p/quake-revoluti ... svn57&r=57

    This also uses the very same settings as are now in Nexuiz:

    Code: Select all
                    cpm_pm_airstopaccelerate = 2.5;
                    cpm_pm_aircontrol = 150;
                    cpm_pm_strafeaccelerate = 70;
                    cpm_pm_wishspeed = 30;
                    pm_accelerate = 15;
                    pm_friction = 8;
    1. Open Notepad
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    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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Thu May 07, 2009 5:39 am

  • I try to get the codes for defrag also, stay tuned
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    Bundy
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Thu May 07, 2009 7:40 am

  • new codes! .. new codes? PM´ed div
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    Bundy
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Thu May 07, 2009 8:36 am

  • Evaluated them.

    Too bad these files do not contain the modifications by the Defrag guys - they are the original files from Q3A.

    Also, I added the movement from Warsow to the available set of configs. Both old and new Warsow physics are available now (old Warsow physics is identical to CPMA except for small changes, new Warsow physics uses entirely different code to handle air movement when accelerating forward).
    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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Thu May 07, 2009 8:51 am

  • I pmed you a 2nd message ... also the bg_pmove.c and bg_slidemove.c are original file from q3a? Cause I thought it is what we needed. to bad :(

    But I wonder, cause this code is about the defrag engine 1.06 (the version they use for the latest defrag mod).

    Code: Select all
    // movement parameters
    float   pm_stopspeed = 100.0f;
    float   pm_duckScale = 0.25f;
    float   pm_swimScale = 0.50f;
    float   pm_wadeScale = 0.70f;

    float   pm_accelerate = 10.0f;
    float   pm_airaccelerate = 1.0f;
    float   pm_wateraccelerate = 4.0f;
    float   pm_flyaccelerate = 8.0f;

    float   pm_friction = 6.0f;
    float   pm_waterfriction = 1.0f;
    float   pm_flightfriction = 3.0f;
    float   pm_spectatorfriction = 5.0f;

    int      c_pmove = 0;
    and a lot more code in it :>

    I had still no contact with the defrag team .. but I am around there, no way they can hide all the time :D
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    Bundy
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Thu May 07, 2009 9:34 am

  • These values are identical to Q3A's, and CPM_PM_Aircontrol function is not in that .c files you sent me.
    1. Open Notepad
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    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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Thu May 07, 2009 2:20 pm

  • good work so far guys :)
    :]

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Thu May 07, 2009 10:33 pm

  • Even though we now have many different physics configs, I think Nexuiz needs it's own unique CPMA physics settings that are tweaked to suit Nexuiz. Here is a start that I have been tweaking to make cornering easier, and to create more action in general:

    physicsCPMAnex.cfg:

    Code: Select all
    // CPMA for nexuiz
    sv_maxspeed 360
    sv_maxairspeed $sv_maxspeed
    sv_accelerate 15
    sv_airaccelerate 1
    sv_friction 8
    edgefriction 1
    sv_stepheight 34
    sv_jumpvelocity 270
    sv_wateraccelerate -1
    sv_waterfriction -1
    sv_airaccel_sideways_friction 0
    sv_airaccel_qw 1
    sv_airstopaccelerate 2.5
    sv_airstrafeaccelerate 70
    sv_maxairstrafespeed 30
    sv_aircontrol 300
    sv_warsowbunny_turnaccel 0
    set sv_friction_on_land 0


    They differ slightly from the current physicsCPMA.cfg, and they make moving around more enjoyable IMO :)

    Suggestions welcome.
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    FruitieX
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Fri May 08, 2009 3:42 am

  • Cool FruitieX, I will test this tonight.

    I've just read the discussion you guys had on irc today (kojn, fruitiex, dib) but you're all gone now. PLEASE, remember the player scale is different, if you're testing defrag maps without rescaling them of course it'll work without changing too much stuff but we should start by using the physics in nexuiz maps first. I see you guys are downloading defrag maps and trying them as is, that makes no sense to me. Especially if the goal is to make our own NexuizCPMA-style physics. I think FruitieX is going in the right direction with his last post.

    IMHO maxspeed on ground has to be the same as nexuiz default, not slower, because of the scale of NEXUIZ maps. If that makes other movement/accel too fast then make adjustments to other settings like less acceleration and more aircontrol to make it right. Let's think about Nexuiz regular play before nexrun/race stuff. Try not to think of bunnyhopping only, think of everything else also. If maxspeed on ground is slower than regular physics then it's already broken to me and feels too different. I'm sure with all those new cvars added we can make physics close to CPMA without affecting Nexuiz gameplay too much.

    Anyway, that's my opinion. You guys are free to ignore me but personally I'm not going to use those physics ever if they don't fit nexuiz maps and I'd like to help playing with the settings but I'm not going to waste time on it if the goal is just to make them fit defrag maps at q3 scale. :(
    nifrek
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Fri May 08, 2009 5:09 am

  • What nifrek and fruitiex said. I also think we dont need a perfect copy of defrag, as I can play Q3 defrag if i want to, as everyone else. We have Nexuiz CPM physics, which should be unique, too and fit to the game.
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Fri May 08, 2009 6:47 am

  • exec physics25.cfg
    sv_aircontrol 300
    sv_airaccel_sideways_friction 0
    sv_airstopaccelerate 2.5

    is regular Nexuiz physics + CPMA air control - Nexuiz air control :P

    Be warned: this is insanely fast, much faster than CPMA. So fast you better avoid the accelerator pads on racetrack.
    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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Fri May 08, 2009 8:24 am

  • nifrek wrote:Cool FruitieX, I will test this tonight.

    I've just read the discussion you guys had on irc today (kojn, fruitiex, dib) but you're all gone now. PLEASE, remember the player scale is different, if you're testing defrag maps without rescaling them of course it'll work without changing too much stuff but we should start by using the physics in nexuiz maps first. I see you guys are downloading defrag maps and trying them as is, that makes no sense to me. Especially if the goal is to make our own NexuizCPMA-style physics. I think FruitieX is going in the right direction with his last post.

    IMHO maxspeed on ground has to be the same as nexuiz default, not slower, because of the scale of NEXUIZ maps. If that makes other movement/accel too fast then make adjustments to other settings like less acceleration and more aircontrol to make it right. Let's think about Nexuiz regular play before nexrun/race stuff. Try not to think of bunnyhopping only, think of everything else also. If maxspeed on ground is slower than regular physics then it's already broken to me and feels too different. I'm sure with all those new cvars added we can make physics close to CPMA without affecting Nexuiz gameplay too much.

    Anyway, that's my opinion. You guys are free to ignore me but personally I'm not going to use those physics ever if they don't fit nexuiz maps and I'd like to help playing with the settings but I'm not going to waste time on it if the goal is just to make them fit defrag maps at q3 scale. :(


    The fact wasn't to base them on defrag maps, if you read up divVerent even says can make a seperate config for example nexuizDEFRAG.cfg in the future for any different changes that would be required if people wanted to try to play maps all was said and finished here.

    My discussion was about map editing those maps, and I was trying to explain that the physics didn't need changing the amount that frutiex was to complete the maps, and that he and I are both are not strafing properly, and that it would be wrong to start wanting to ask mappers permission to fix maps without concrete physicsi n place (for nexrun, this was a private discussion).

    I thought the point of implementing the physics was to appeal to a wider audience quake players, promode players, warsow players. So I wouldn't go changing them too much, I don't see the problem with the current one's they work fine with the current maxairspeed.

    We've had the physics 3 days? and people want to make such big changes, how can you expect to learn a new physics set top to bottom in 3 days? I can't even strafe properly, how long did it take you to master the nexuiz physics? the problem isn't the physics but learning how to do them correctly, If you increase the maxspeed to 400 once people know how to strafe properly, they will be ludicrously too fast, Frutiex already said they are way too fast for regular nexuiz maps with this setting on IRC, to me atleast.

    This was what I was trying to explain on IRC because me and frutiex were discussing over the defrag maps and how we were struggling to do them I then explained it should be possible to do them with physicsCPMA but were just not strafing properly as I could get less far in defrag then I could in nexuiz! I don't know why you bought up this here to be honest, because this wasn't to do with this thread.

    I've played with the cpma physics and they don't even break maps hardly, they work better then normal physics on the nexuiz maps i've played.

    As regards to playerscale, it's mainly the problem of fitting through areas of a map at times, and I don't get:

    "but I'm not going to waste time on it if the goal is just to make them fit defrag maps at q3 scale"


    This is completely off topic, and you have kind of pissed me off bringing another project into this.
    :]

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Fri May 08, 2009 9:13 am

  • You may also try out physicsWarsowClassicBunny.cfg

    These are equivalent to CPMA, except for slightly higher jump velocity and water acceleration.
    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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Fri May 08, 2009 9:27 am

  • Physics and weapons is what defines Nexuiz and makes it exceptional. All other content can be easily thrown in and out. Maps are based on current physics and weapon abilities, therefore executing different physics for same mapset will make a gameplay unpleasant or even break these maps. Same goes for changing physics with later editions. Changing physics is not a bad thing cause new physics might be more entertaining but then maps must be edited as well.

    Now, I can imagine that playing CTF on defrag style maps with accordingly changed physics would be fun (probably even better than now), but we must also understand that these changes would probably make current maps unfixable. Then decision must be taken which path Nexuiz should choose (stating goals) and do not change physics in between releases.

    Of course, there might be different sets of physics for Nexuiz but with different physics one needs different maps. So this might go as a mod if official switch won't be made.

    As I said, posting physics goals (and even whole development milestones) would be nice so ones producing content could be prepared. You can't simply apply jet-engine to capturecity and hope it will work ok.

    I hope that div, lordhavoc, morfar, morphed would post how nexuiz should like (theme and gameplay wise) in 3.0 or any other release so people work in order to achieve this and not make a mix and mash of this and that.
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Fri May 08, 2009 9:39 am

  • Keep in mind gravity in Warsow is 850, so even if the jump velocity value is high, it's compensated a bit by it. It is still high, anyway.

    I've done a bunch of changes to those settings for the upcoming release. This is latest version of pmove.c if you want to check:

    http://pastebin.com/f60c4ad0f

    (pm_airdecelerate is probably gonna be raised back a little to fix issues with plasma climbing).
    jal
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Fri May 08, 2009 9:48 am

  • Well, and CPMA physics also have very many weirdnesses which make them a bad choice for Nexuiz, given that some users use analog input devices (i.e. gamepads).

    CPMA physics:

    If moving against current velocity, 2.5x acceleration is used from regular air control
    If moving only sidewards, strafing speed is extremely nerfed (high acceleration, very low maxspeed). Can be circumvented with a joystick by adding a miniscule amount of forward acceleration too.
    If moving only forward/backward, air control is applied.

    Assume you're moving forward and a little left. The keyboard map is then:

    Code: Select all
    NORMAL       AIRCONTROL            NORMAL
    NERFED_ACCEL NOTHING               NERFED_ACCEL
    MORE_ACCEL   AIRCONTROL+MORE_ACCEL MORE_ACCEL


    For Warsow, it is a bit different:
    Code: Select all
    NORMAL       AIRCONTROL            NORMAL
    NERFED_ACCEL NOTHING               NERFED_ACCEL
    MORE_ACCEL   MORE_ACCEL            MORE_ACCEL
    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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Fri May 08, 2009 9:53 am

  • k0jak wrote:The fact wasn't to base them on defrag maps, if you read up divVerent even says can make a seperate config for example nexuizDEFRAG.cfg in the future for any different changes that would be required if people wanted to try to play maps all was said and finished here.

    My discussion was about map editing those maps, and I was trying to explain that the physics didn't need changing the amount that frutiex was to complete the maps, and that he and I are both are not strafing properly, and that it would be wrong to start wanting to ask mappers permission to fix maps without concrete physicsi n place (for nexrun, this was a private discussion).

    I thought the point of implementing the physics was to appeal to a wider audience quake players, promode players, warsow players. So I wouldn't go changing them too much, I don't see the problem with the current one's they work fine with the current maxairspeed.

    We've had the physics 3 days? and people want to make such big changes, how can you expect to learn a new physics set top to bottom in 3 days? I can't even strafe properly, how long did it take you to master the nexuiz physics? the problem isn't the physics but learning how to do them correctly, If you increase the maxspeed to 400 once people know how to strafe properly, they will be ludicrously too fast, Frutiex already said they are way too fast for regular nexuiz maps with this setting on IRC, to me atleast.

    This was what I was trying to explain on IRC because me and frutiex were discussing over the defrag maps and how we were struggling to do them I then explained it should be possible to do them with physicsCPMA but were just not strafing properly as I could get less far in defrag then I could in nexuiz! I don't know why you bought up this here to be honest, because this wasn't to do with this thread.

    I've played with the cpma physics and they don't even break maps hardly, they work better then normal physics on the nexuiz maps i've played.

    As regards to playerscale, it's mainly the problem of fitting through areas of a map at times, and I don't get:

    "but I'm not going to waste time on it if the goal is just to make them fit defrag maps at q3 scale"


    This is completely off topic, and you have kind of pissed me off bringing another project into this.


    I guess we both want the same thing and misunderstood each other (not the first time), or you didn't understand my post. I didn't say to just change maxspeed to 400, read again. And I was not offtopic, isn't this thread about CPMA physics, then turned into making a NexuizCPMA-style physics set so that it would fit nexuiz better? That was the subject of my post, I don't see any reason to be pissed off, I'm not sure what you mean by other project.

    If you mean that just you want to make a different physics set to play defrag maps as is not related to this, then my bad, I simply saw your discussion as about making CPMA physics fit nexuiz, I didn't realize that was different. I reread the logs and there's no mention of having 2 different projects.

    In any case, I'm not talking about how fast you can go by bunnyhopping. I still think being slower on foot with that physics set than with 2.5 physics is wrong. Acceleration on ground is faster so it does compensate a bit, but still...

    But fine, if you're pissed off then I'll just wait and see what you guys come up with because looks like I don't understand what you're trying to do.
    nifrek
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Fri May 08, 2009 10:18 am

  • jal wrote:Keep in mind gravity in Warsow is 850, so even if the jump velocity value is high, it's compensated a bit by it. It is still high, anyway.

    I've done a bunch of changes to those settings for the upcoming release. This is latest version of pmove.c if you want to check:

    http://pastebin.com/f60c4ad0f

    (pm_airdecelerate is probably gonna be raised back a little to fix issues with plasma climbing).


    The code is mostly identical... except for renamed and changed values, and handling of dash/walljump.

    Note that it has a funny bug: in non-classic bunny mode, PM_Aircontrol never does anything, as it's only called if smove is not 0, but if smove is not 0, it immediately returns. You may want to remove that call :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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Fri May 08, 2009 10:55 am

  • Alien wrote:I hope that div, lordhavoc, morfar, morphed would post how nexuiz should like (theme and gameplay wise) in 3.0 or any other release so people work in order to achieve this and not make a mix and mash of this and that.


    Well, I want it to stay as is, as physics are good as they are.

    Lordhavoc wants it to become awfully slow (comparable to Q3A, but without QW-style bunnyhopping acceleration), as in his opinion, overly fast players are the reason of lack of teamplay.

    CPMA physics will certainly never become default.
    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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