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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sat Jun 07, 2008 8:28 pm Post subject: SuperTraceWalk updated! |
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Here you go, an update to SuperTraceWalk, the ever awesome derivate of TraceWalk testing, with lots of useful updates. Here's straight outta the readme:
Code: | Update 7/6/2008: Updated with the following features:
- Time limited calculation! Significantly increases performance
- No airborne stairstepping to match Quakes behavior
- Better goal matching, with option to use old behavior
- Supports regular SV_PlayerPhysics without modification
- Swimming!
Optional features supported when uncommented:
= Quakes WaterMove to match water friction speeds better
= CheckWaterJump to jump out of water
= Windtunnels (NOTE: use at own risk, as PUSH_ONCE is not supported. Then again, I've never seen a Quake map use that) |
Have fun and enjoy! _________________ Look out for Twigboy |
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Sun Jun 08, 2008 5:16 am Post subject: |
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Hell yeah, the godsend for bot development
Nice work dude (assuming it all works! HEHE) _________________ Unit reporting!
http://www.bendarling.net/ |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Sun Jun 08, 2008 8:20 pm Post subject: |
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I really should have made the client in the example mod use the physics used by STW only to demonstrate how accurate it is, but wanted to make a release instead of hacking that in. Can be done without hacks ofcourse, if you modify SV_PlayerPhysics, which I didn't want to do for the sake of plugin-ness. I use this sort of qc physics for all my FPS games made in DP. _________________ Look out for Twigboy |
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