Design Your Own Nexuiz!

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Sun Aug 23, 2009 12:51 pm

  • Ok, not really.. But what i'm asking you to do is create your own configuration of nexuiz of how you would want it to be (this of course means creating a .cfg file changing the cvars you want changed). Now, one could strive for their own "super" Nexuiz where all weapon balance is abolished... Or you could go for the oposite, which is trying to balance them perfectly. You can change game mode defaults, or even major things about the game. The point is I want _you_ to create a configuration of Nexuiz, and I want to see the opinions of everyone about all of these configurations. If some of them are particularly liked, and are accepted by the devs, it might make it in as a mod for the mods menu system i'm designing. (Don't get your hopes up, please.) After we reach a sufficient amount of configurations, I will take a tally of votes for each one.

    Although i'm giving you freedom to do what you want, please be reasonable. Changes that actually bring out bugs or glitches are not welcome. Changes to network things such as cullentities and ticrate/netfps are also not welcome. For the most part, anything that does not create a cheat or instability is allowed. The only other rules are to have fun, and give positive feedback :D

    As for form, I have some requests. Although you don't need to do it this way, I would appreciate it.
    #1 - Please section off your file into different types of changes. For example, physics changes go one place, balance goes in another.. etc.
    #2 - Post your configuration to the forums into a code box: (I would rather not deal with FTP/Upload/Pastebin sites unless it's a direct link)
    Code: Select all
    Like this

    #3 - Use comments to describe what the change is and why you want it. // comments require two forward slashes behind them. :)

    If you need help finding out what cvar does what, go to #nexuiz and ask. (You could try figuring it out with the advanced cvarlist menu under settings > misc, but that can be tedious if you don't know what you're doing.)

    EDIT: A note, I don't mind the removing of features such as pogo and etc.
    Do it yourself, or stop complaining.
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    Samual
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Mon Aug 24, 2009 2:34 am

  • Is there some kind of deadline? I want to submit something but it's going to take more than a couple days. And depends on how much testing I have time to do with the "mod" I'm working on before submitting.
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    nifrek
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Mon Aug 24, 2009 3:11 am

  • First off, with all these CFG/CVAR settings, when they refer to a measurement of time, what unit are they using? Seconds, milliseconds?

    Also, in the physics.cfg's what do these variables all mean exactly?:

    Code: Select all
    sv_maxspeed
    sv_maxairspeed
    sv_accelerate
    sv_airaccelerate
    sv_friction
    edgefriction
    sv_stepheight
    set sv_jumpvelocity
    set sv_friction_on_land
    set sv_airaccel_sideways_friction
    set sv_airaccel_qw
    Flying Steel
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Mon Aug 24, 2009 4:26 am

  • Flying Steel wrote:Also, in the physics.cfg's what do these variables all mean exactly?:

    Code: Select all
    sv_maxspeed
    sv_maxairspeed
    sv_accelerate
    sv_airaccelerate
    sv_friction
    edgefriction
    sv_stepheight
    set sv_jumpvelocity
    set sv_friction_on_land
    set sv_airaccel_sideways_friction
    set sv_airaccel_qw


    Type them in the console (without prefixing with set), you should get a nice description of all of them.
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    FruitieX
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Mon Aug 24, 2009 4:35 am

  • @Flying Steel

    You'll have to play with those settings, I don't think there's any real documentation. Units I would guess are based on quake units, but the easier way to understand is to play with them and look at default values and compare your changes, jump around to see what difference your changes did, look at the speedometer, etc. For most of those cvars you can't really think in terms of units because many depend on gravity or other things that influence each other (unless you are very good at math and can look at source code, maybe you can understand, but it's easier to play with values and move around maps you know well to get the "feel").

    Usually, if you raise a value somewhere, you'll want to lower one somewhere else otherwise you'll get unwanted side effects (unless that's what you want ;) ). Trying to come up with a new physics set is very time consuming because it requires a lot of testing to make sure it won't break maps. Sometimes you'll get something that seems to work perfect on small closed maps, but then on larger open maps they'll be way too fast or too slow, so it's a lot of testing and adjusting values.

    Most of the cvars are self explanatory, they're either related to acceleration or maximum speed.

    sv_maxspeed = maximum speed while on ground (that's the value you'll get on speedometer while walking in one direction on ground, you can go slightly over it by turning mouse very fast, depending on other values used by other cvars)

    sv_maxairspeed = maximum speed while in air (this affects acceleration too, think of it as maximum speed you can gain in one jump)

    sv_accelerate = acceleration on ground, affects how fast you can get to sv_maxspeed and also how fast you can change direction, along with sv_friction.

    sv_airaccelerate = acceleration while in air, nothing much to explain, higher value means more acceleration

    sv_friction = friction on ground, how much you "slide" when changing direction. Another cvar to check is sv_stopspeed

    edgefriction = I guess friction when standing on an edge (never played with this, not sure)

    sv_stepheight = how high a block can be before a player needs to jump to step on it (ie: the height of stair steps), changing this might break maps.

    sv_jumpvelocity = how high player can jump, this dependent on sv_gravity and might break maps, best to stick to default unless you are changing gravity

    sv_friction_on_land = never tried but I would guess how much slow down you get when landing after a jump or a fall and hit the ground

    sv_airaccel_sideways_friction = hard to explain, but if set to 1, there's no speed gained by strafe jumping, and more speed gain if 0, but can act very weird depending on sv_airaccelerate.

    sv_airaccel_qw = weird one, sometimes I think I understand what it does, and other times I have no clue.. it affects strafe jumping, but finding good values is very hard to find.. I wouldn't play with that one if I were you, it can mess things up. Default 0.95 value seems perfect, between 0.93 and 0.96 seems "okay" but anything else you get bad side effects and odd speedbursts.


    Also, if you have svn you might wanna check the physics25.cfg file for new cvars that were added that can be used to adjust air control and other behaviors related mostly to bunnyhopping.
    <Ozomahtli> what?
    nifrek
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Mon Aug 24, 2009 5:43 am

  • A one-liner:

    Code: Select all
    g_weaponreplace_nex "campingrifle"
    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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Mon Aug 24, 2009 8:05 am

  • Code: Select all
    sv_cheats 1
    Now with new shiny avatar.
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    PinkRobot
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Mon Aug 24, 2009 9:13 am

  • divVerent wrote:A one-liner:

    Code: Select all
    g_weaponreplace_nex "campingrifle"

    Hah :)
    But no mate, you already have nexcessive. You can't submit one :P
    Do it yourself, or stop complaining.
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    Samual
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Mon Aug 24, 2009 12:01 pm

  • Code: Select all
    exec physicsNexrun.cfg
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    FruitieX
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Mon Aug 24, 2009 12:45 pm

Mon Aug 24, 2009 4:43 pm

  • Mr. Bougo wrote:
    Code: Select all
    quit

    If any of the above mentioned would have been applied ... yes, quit.
    GreEn`mArine
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Tue Aug 25, 2009 4:26 pm

  • Mr. Bougo wrote:
    Code: Select all
    quit

    Quit is a command not a cvar.

    Samual wrote:...changing the cvars you want changed...
    Spaceman
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Tue Aug 25, 2009 4:58 pm

  • Bam, owned!
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    Fisume!
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Tue Aug 25, 2009 6:29 pm

  • It still works fairly well in a .cfg


    Let's stop the OT here, though :p
    Meh.
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    Mr. Bougo
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Wed Aug 26, 2009 9:02 am

  • FruitieX wrote:
    Code: Select all
    exec physicsNexrun.cfg


    I would like to see a nexrun-like physics too on some fighting server too, but it's extremely annoying and tiresome for the hand to make semi circles throughout the match, not to mention its almost impossible to aim like that on-the-go. Have you checked out the quake live physics yet? its almost the same but as you are speeding up the ideal curving-circle of movement gets much longer than in the current nexrun setting, thats something much more playable in fights. At least i found double and triple-beat strafing far much easier to apply. I guess its because of the less aircontrol or sth.
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    FraNcoTirAdoR
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Wed Aug 26, 2009 4:11 pm

  • Alright let's get back on the real topic. There's plenty of other threads already in place for joke spamming and nexrun discussions. It seems what Samual is trying to do here is give us as the community a more intelligent and precise voice in what directions Nexuiz could go in. So I think we should take this seriously and give it a solid chance.

    Okay, so I have created and preliminarily tested a couple weapon rebalance/changes.

    The first is the "melee" laser prototype, which gives the laser a very close ranged but very powerful attack. It is meant to make the laser more useful as a weapon, provides more options when you are out of ammo and adds a fun melee attack to the game for close-quarters engagements and ambushes.


    Melee Laser:
    Code: Select all
    set g_balance_laser_primary_damage 35
    set g_balance_laser_primary_edgedamage 10
    set g_balance_laser_primary_force 400
    set g_balance_laser_primary_radius 70
    set g_balance_laser_primary_speed 9000
    set g_balance_laser_primary_refire 0.7
    set g_balance_laser_primary_animtime 0.3
    set g_balance_laser_primary_lifetime 30
    set g_balance_laser_secondary 1 // when 1, a secondary laser mode exists
    set g_balance_laser_secondary_damage 100
    set g_balance_laser_secondary_edgedamage 1
    set g_balance_laser_secondary_force 10
    set g_balance_laser_secondary_radius 0.1
    set g_balance_laser_secondary_speed 2000
    set g_balance_laser_secondary_refire 0.2
    set g_balance_laser_secondary_animtime 0.2
    set g_balance_laser_secondary_lifetime 0.15


    Next is the balanced shotgun prototype, which is meant to make the shotgun balanced with every other weapon in the game (besides the laser) in both effectiveness and ammo consumption. It functions as a close quarters weapon with a higher DPS than the machinegun but with greatly wider spread and the power to insta an enemy with base health at point blank (same as a direct hit from the RL) but to balance it consumes ammo at 5 times its 2.5.1 rate, which means you have only 8 shots instead of 40. K0jak and Alien, I hope you're both reading this! :D


    Balanced Shotgun:

    Code: Select all
    set g_balance_shotgun_primary_bullets 10
    set g_balance_shotgun_primary_damage 10
    set g_balance_shotgun_primary_force 60
    set g_balance_shotgun_primary_spread 0.1
    set g_balance_shotgun_primary_refire 0.8
    set g_balance_shotgun_primary_animtime 0.2
    set g_balance_shotgun_primary_ammo 5
    set g_balance_shotgun_primary_speed 20000
    set g_balance_shotgun_primary_bulletconstant 75 // 3.8qu
    set g_balance_shotgun_secondary_bullets 10
    set g_balance_shotgun_secondary_damage 10
    set g_balance_shotgun_secondary_force 60
    set g_balance_shotgun_secondary_spread 0.15
    set g_balance_shotgun_secondary_refire 2
    set g_balance_shotgun_secondary_animtime 0.2
    set g_balance_shotgun_secondary_ammo 5
    set g_balance_shotgun_secondary_speed 16000
    set g_balance_shotgun_secondary_bulletconstant 75 // 3.8qu


    Finally my rebalanced Nex does 100 damage instead of 110. I probably don't need to post the code for that though. :)
    Flying Steel
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Wed Aug 26, 2009 10:21 pm

  • Here's my first attempt at a more balanced weapon and health/armor config. This is still beta (Still working on shotgun) and needs testing, so please try it out when you can.

    Code: Select all
    //PCLizard's "Balanced" Weapon/Health & Armor Config ***BETA V 0.1***

    //Mortar

    g_balance_grenadelauncher_primary_radius 90 // 140 for mortar radius is OUTRAGEOUS. 90 is the more logical and balanced value for the mortar, mainly because it reduces spam and requires more precision to use.

    g_balance_grenadelauncher_primary_ammo 3 // 3 rockets per grenade just like the rl, to reduce spam and force the player to really make each grenade count.

    g_balance_grenadelauncher_secondary_ammo 3 // Same as primary.


    //Rocket Launcher

    g_balance_rocketlauncher_damage 90 // 90 Damage for direct hit, 120 damage is insane. 90 is more balanced and helps reduce spam.

    g_balance_rocketlauncher_edgedamage 40 // This should be a tad higher than the mortar splash damage, since the rl is slower and takes longer to refire.

    g_balance_rocketlauncher_radius 110 // Radius is lowered to 110, remaining higher than the mortar's splash but still smaller than 150 :P


    //Hagar

    g_balance_hagar_primary_speed 3500 // Faster primary makes the hagar more accurate.

    g_balance_hagar_secondary_damage 50 // Secondary Hagar is more deadly, while using more ammo and is slower (see following cmds)

    g_balance_hagar_secondary_ammo 2 // Requires 2 rockets per rocket due to it being more powerful than primary.

    g_balance_hagar_secondary_refire 0.2 // Reduces spam of powerful rockets :P

    g_balance_hagar_secondary_edgedamage 30 // Higher splash damage for hagar secondary, still making it worthwhile to use even when it's not a direct hit.


    //Crylink

    g_balance_crylink_primary_ammo 4 // Uses more ammo to reduce prolonged spam.

    g_balance_crylink_primary_spread 0.025 // Make crylink primary more accurate

    g_balance_crylink_secondary_ammo 4 // Same reason as primary.


    //Machine Gun

    g_balance_uzi_first_damage 25 // 30 is a tad high for a first bullet damage, lowered slightly to balance primary and secondary.

    g_balance_uzi_first_spread 0 // Should there REALLY be spread for the first bullet? This makes the secondary worth using if you wanted to be more accurate.

    g_balance_uzi_sustained_damage 16 // Raised by one to make the mg a little more deadly.


    //Nex

    g_balance_nex_damage 100 // 130 for a nex shot is just not right...lowered to 100 to reduce nex spam/whoring and to balance it out with the rest of the weapons.

    g_balance_nex_ammo 6 // Only 5 ammo for an instant 100 damage seems a bit low, so this is raised to 6 (This value may be raised again in the future!)

    g_balance_nex_force 500 // The nex force shouldn't be this high, it makes it too easy to throw people off maps. Lowered down to 500. (This also may change!)


    //Electro

    // I couldn't find anything  wrong with the electro, it seems to be balanced =)


    //Health & Armor

    g_balance_health_limit 250 // There should be a limit to how much health you should have....this seemed about right.

    g_balance_armor_limit 200 // A tad less than the health limit but still quite a lot.

    g_balance_health_regen 0 //No health regen, forces you to pick up health to stay alive.

    //Misc

    sv_pogostick 0 // This makes the players actually have to JUMP to move around faster.
    Last edited by PCLizard on Wed Aug 26, 2009 10:29 pm, edited 2 times in total.
    A Pretty Cool Lizard.
    PCLizard
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Wed Aug 26, 2009 10:26 pm

  • Double post, sorry :?
    A Pretty Cool Lizard.
    PCLizard
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Thu Aug 27, 2009 1:18 am

  • Commenting the pclizard changes:
    g_balance_grenadelauncher_primary_radius 90 // 140 for mortar radius is OUTRAGEOUS. 90 is the more logical and balanced value for the mortar, mainly because it reduces spam and requires more precision to use.

    I'm not the only one with this idea then... 140 the mortar, 150 the rl, it's RIDICOLOUS. I mean the difference.

    g_balance_grenadelauncher_primary_ammo 3 // 3 rockets per grenade just like the rl, to reduce spam and force the player to really make each grenade count.

    No. it's fun spamming with the mortar, and the damage isn't so high compared to the grenades u throw, even if u know to spam.

    g_balance_rocketlauncher_damage 90 // 90 Damage for direct hit, 120 damage is insane. 90 is more balanced and helps reduce spam.

    g_balance_rocketlauncher_edgedamage 40 // This should be a tad higher than the mortar splash damage, since the rl is slower and takes longer to refire.

    g_balance_rocketlauncher_radius 110 // Radius is lowered to 110, remaining higher than the mortar's splash but still smaller than 150 :P

    Maybe higher than 110 the radius... it's a rocketlaincher FFS! Already with 150 u can throw a rocket in the middle of a bunch of players and u don't hit! o_O
    Maybe better higher radius and lower edgedamage?

    Your hagar should be tried, many settings could be better than the current one.

    About the crylink, I think it's already not so powerful, the changes u made will make it even less powerful

    The mg is fine as it is (not considering that it rarely hits when the ping gets higher due to the bugged antilag)

    Agreed on the nex.
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    terencehill
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Thu Aug 27, 2009 9:21 am

  • terencehill wrote:The mg is fine as it is (not considering that it rarely hits when the ping gets higher due to the bugged antilag)

    Agreed on the nex.


    Thats right, until the antilag for bullet weapons wont be fixed, these weapons will remain really weak, the mg is used rarely in the new version, becuase it feels so that antilag is not applied on it at all. Just try this: make the secondarys spread 0 and set a ping of 70 and keep the crosshair on a strafing target while he is moving in the range of 3-4 meters: none of the bullets will hit at all... Mg should be the lightning gun of Nexuiz but its really unpredictable in its current form. Thats the same reason why camping rifle feels almost useless and people still use nex for sniping instead. Just sharing this thought because until the antilag on bullets is still such buggy these weapons cant really be balanced imo, since their power depends on the ping of the user :P
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    FraNcoTirAdoR
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Thu Aug 27, 2009 10:25 am

  • PCLizard wrote:g_balance_health_regen 0 //No health regen, forces you to pick up health to stay alive.

    BIG no-no there.

    PCLizard wrote:sv_pogostick 0 // This makes the players actually have to JUMP to move around faster.

    Ugh. I can still jump as good without pogostick, but it provides much physical comfort (no thumb hurting), and saves space bars too... Also I'd expect some people (including myself, I confess) to make some clientside autojump if pogo is disabled. I wouldn't use it, though :p
    Meh.
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    Mr. Bougo
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Thu Aug 27, 2009 11:28 am

  • Mr. Bougo wrote:
    PCLizard wrote:g_balance_health_regen 0 //No health regen, forces you to pick up health to stay alive.

    BIG no-no there.

    PCLizard wrote:sv_pogostick 0 // This makes the players actually have to JUMP to move around faster.

    Ugh. I can still jump as good without pogostick, but it provides much physical comfort (no thumb hurting), and saves space bars too... Also I'd expect some people (including myself, I confess) to make some clientside autojump if pogo is disabled. I wouldn't use it, though :p

    I disagree partly.. We were thinking about minimal regen, but it's actually very fun without it. Although I don't think that the pogo should be disabled. Well I mean, when I played a match with PCL, I think _not_ having pogo actually made me more involved in the game, and it felt a bit funner imo. Once we fix the sv_pogostick 0 vibration problem, I think not using pogo would be fine.


    Edit: What about making pogostick a client side option?
    Do it yourself, or stop complaining.
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    Samual
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Thu Aug 27, 2009 3:35 pm

  • Samual wrote:I disagree partly.. We were thinking about minimal regen, but it's actually very fun without it.


    Noooooooo! :shock:

    Please tell me you're not talking about default?!

    Although I don't think that the pogo should be disabled. Well I mean, when I played a match with PCL, I think _not_ having pogo actually made me more involved in the game, and it felt a bit funner imo. Once we fix the sv_pogostick 0 vibration problem, I think not using pogo would be fine.

    What about making pogostick a client side option?


    Why? Pogo only works if you hold space down, it is not something that you have to use or that goes off by itself, you have to make it happen with a key hold.


    Removing features like health regen and pogo just makes Nexuiz more primitive. The former could and maybe should be a Mutator, but neither of these should seriously be considered for default Nexuiz. That kind of feature removal would be clear and big steps backwards.

    All modern games have been moving far away from health pack pickups and bunnyhopping, and there are alot of good reasons for these trends in particular. Let's not send ourselves back to the dark ages.
    Flying Steel
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Thu Aug 27, 2009 5:35 pm

  • Flying Steel wrote:
    Samual wrote:I disagree partly.. We were thinking about minimal regen, but it's actually very fun without it.


    Noooooooo! :shock:

    Please tell me you're not talking about default?!

    Although I don't think that the pogo should be disabled. Well I mean, when I played a match with PCL, I think _not_ having pogo actually made me more involved in the game, and it felt a bit funner imo. Once we fix the sv_pogostick 0 vibration problem, I think not using pogo would be fine.

    What about making pogostick a client side option?


    Why? Pogo only works if you hold space down, it is not something that you have to use or that goes off by itself, you have to make it happen with a key hold.


    Removing features like health regen and pogo just makes Nexuiz more primitive. The former could and maybe should be a Mutator, but neither of these should seriously be considered for default Nexuiz. That kind of feature removal would be clear and big steps backwards.

    All modern games have been moving far away from health pack pickups and bunnyhopping, and there are alot of good reasons for these trends in particular. Let's not send ourselves back to the dark ages.

    No we're not talking about default at all :) And pogo is staying.
    Do it yourself, or stop complaining.
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    Samual
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Thu Aug 27, 2009 6:12 pm

  • I use laserjumps a lot, so the health regen is always welcome. I could not play without it.
    Meh.
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    Mr. Bougo
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Thu Aug 27, 2009 6:42 pm

  • Mr. Bougo wrote:I use laserjumps a lot, so the health regen is always welcome. I could not play without it.

    Agreed
    Do it yourself, or stop complaining.
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    Samual
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Thu Aug 27, 2009 9:27 pm

  • Mr. Bougo wrote:I use laserjumps a lot, so the health regen is always welcome. I could not play without it.


    Well, I may leave health regen on with my config. I still have yet to play a real match without it...Samual and I were thinking about making the rot a little slower if we turned health regen off.
    A Pretty Cool Lizard.
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Fri Aug 28, 2009 4:29 am

  • --FraNcoTirAdoR-- wrote:
    FruitieX wrote:
    Code: Select all
    exec physicsNexrun.cfg


    I would like to see a nexrun-like physics too on some fighting server too, but it's extremely annoying and tiresome for the hand to make semi circles throughout the match, not to mention its almost impossible to aim like that on-the-go. Have you checked out the quake live physics yet? its almost the same but as you are speeding up the ideal curving-circle of movement gets much longer than in the current nexrun setting, thats something much more playable in fights. At least i found double and triple-beat strafing far much easier to apply. I guess its because of the less aircontrol or sth.


    Try the "new" nexrun physics, they are now very much like CPM (except slightly faster :))
    Somehow miraculously they are still also compatible with all existing maps :P
    They are enabled on the [NL] Nexrun server.
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    FruitieX
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Fri Aug 28, 2009 4:19 pm

  • PCLizard wrote:
    Mr. Bougo wrote:I use laserjumps a lot, so the health regen is always welcome. I could not play without it.


    Well, I may leave health regen on with my config. I still have yet to play a real match without it...Samual and I were thinking about making the rot a little slower if we turned health regen off.


    You mean you planned to keep the rot on while turning the regen off?

    That's even worse! :p
    Meh.
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    Mr. Bougo
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Sat Aug 29, 2009 5:22 am

  • So Samual, did you try my melee laser and balanced shotgun? Did they make the cut?
    Flying Steel
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