Nexrun CTS v1r1 release!

Developer discussion of experimental fixes, changes, and improvements.

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Sun Oct 04, 2009 4:15 pm

  • With the release of Nexuiz 2.5.2, we can finally release Nexrun CTS as well!
    If you don't know what Nexrun is, it's a physics set which is based on CPM physics. These allow for something called strafejumping and circle strafing etc, which both gain you great amounts of speed in the game.
    Nexrun CTS however, (CTS = Complete This Stage) is all about finishing a map in as little time as possible with the Nexrun physics.
    Check out the Nexrun CTS movie to see for yourself!
    Youtube: http://www.youtube.com/watch?v=ssTkc3Hgbzo
    Higher quality: http://hrfdesign.com/crap/videos/nexrunmovie.ogv (need some mirrors!)

    To play these maps yourself, you can either connect to a Nexrun CTS server or download the two following files:
    Demos, configs, scripts: http://hrfdesign.com/nexrun/nexrun_v1r1.pk3
    Mappack: http://hrfdesign.com/nexrun/nexrun_maps_v1r1.zip

    You can find the individual maps here (plus some others that did not make it into the "official" release): http://hrfdesign.com/nexrun/index.php?dir=maps-repo%2F

    There's also some preliminary defrag compatibility being worked on (the configs are included with the first zip, and there is a script for waypointing them)
    Compat pack for all currently supported (and waypointed) defrag maps: http://hrfdesign.com/nexrun/nexrun_defr ... t_v1r1.zip
    Note that the compat pack only includes the ent file, mapinfo and mapshot. Get the map pk3s manually from q3a.ath.cx (or just connect to the [NL] Nexrun CTS server, as it runs these maps) ;)

    Individual defrag compat files: http://hrfdesign.com/nexrun/index.php?dir=defrag%2F

    Major problems that still exist with defrag maps:
    - No automatic race waypoints
    - On some maps, the start line is solid in Nexuiz, which prevents the player from even playing the map (let alone play a manually waypointed map like it was supposed to be played in defrag) :(
    - No slick support
    - Lots of missing textures
    - Wrong player entity size (can't fit through some holes etc)

    Our irc channel is at #nexrun @ irc.quakenet.org
    Last edited by FruitieX on Sun Oct 04, 2009 6:16 pm, edited 2 times in total.
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    FruitieX
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Sun Oct 04, 2009 4:27 pm

  • Great video, great game mode!!
    It is much better than the RACE. New comer, please try it!!
    I really like it even though I am a noob named "your own dumb self" (I always kill myself).
    Also, people in that server are very nice, they will help u out if u have troubles playing.
    liberty
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Mon Oct 05, 2009 3:09 pm

  • Here's a little movement tutorial that'll hopefully help you to learn the Nexrun physics:
    http://hrfdesign.com/nexrun/nexruntut_v1r1.pk3

    It needs the following maps: nr_pads, nr_dead, nr_terminal (cel_hell, but I don't actually move around on this one). All of them are included in the mappack.
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    FruitieX
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Mon Oct 05, 2009 4:44 pm

  • I'm a big fan of Nexrun physics, they are so much more fun than the original, more possibilities. I really hope one day it might replace the default Nexuiz physics :P Keep up with the good work!
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Tue Oct 06, 2009 1:21 pm

  • FruitieX wrote:Here's a little movement tutorial that'll hopefully help you to learn the Nexrun physics:
    http://hrfdesign.com/nexrun/nexruntut_v1r1.pk3

    It needs the following maps: nr_pads, nr_dead, nr_terminal (cel_hell, but I don't actually move around on this one). All of them are included in the mappack.


    I like these tutorial. It is fantastisch. Good job!
    liberty
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Wed Nov 11, 2009 3:46 am

  • Is there any updated package of nexrun CTS? So we can play offline with more maps and features.
    liberty
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Fri Nov 13, 2009 8:25 pm

  • Nope, not really... All maps will need to be updated to use #include balanceNexrun.cfg instead of #include weaponsNexrun.cfg, and the defrag maps will have to be updated to use physicsNexrun_dm.cfg. I'm not in the mood for scripting this right now :P

    Anyway, latest balance can be obtained here: http://dev.alientrap.org/repositories/c ... Nexrun.cfg

    You need to exec this manually each round, or remove the old weaponsNexrun* configs and add exec balanceNexrun.cfg to your server.cfg/autoexec.cfg. Do note that it's still a WIP and can still change quite a bit (especially laser and crylink). Laser will become a real gauntlet which will be useless in CTS (except for pressing buttons, maybe), and the crylink secondary will become a lightning gun. We are working hard on getting the balance stabilized for 2.5.3.
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    FruitieX
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Sun Nov 22, 2009 5:48 pm

  • Can't get onto IRC at the moment frutiex,

    But found this movie,

    By a novice/new defrag player, but all non-weapon run's might be able to check some of them out, think one or two may use haste which I know nexrun/CTS doesn't support yet, but yea check it out :)

    http://www.youtube.com/watch?v=XVixlXf69P0

    Really enjoyed it!
    :]

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    k0jak
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Sun Nov 22, 2009 6:02 pm

  • cool vid :D
    what the heck was he doing at 1:16? it was a damn strange move, sorta mixture of nexuiz strafing and defrag strafing.
    most maps looks pretty bad comparing to the defrag world cup ones :P
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    FraNcoTirAdoR
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Sun Nov 22, 2009 7:19 pm

  • Well actually I think some of them look nicer, I really like the looks :D

    But the technical difficulty is definitely not as good as dfwc :)

    Going to check out 1:16 :P
    :]

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    k0jak
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Sun Nov 22, 2009 7:21 pm

  • Ah I see, at 1:16 he is doing a move called half-beat strafing, if you google it you should be able to find more information on it francotirador, basically I think you can get quicker acceleration doing it, but the strafe speed is still the same..I think it's what w3sp does in his w3sp_strafes movie on one or two maps hugging the edge of a map.
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    k0jak
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Mon Nov 23, 2009 1:33 pm

  • Mmh, half-beat strafing only works in VQ3 physics and works by strafejumping normally in one direction (eg left), and then alternating between holding left strafe+forward and right strafe. At least AFAIK :P
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