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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Fri Jan 02, 2009 10:46 pm Post subject: |
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Isn't that old Doom engine stuff? Afaik it's fixed in all Quake engines. _________________ Look out for Twigboy |
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LordHavoc
Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA
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Posted: Fri Jan 02, 2009 11:27 pm Post subject: |
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Chris wrote: | common one is running against the wall increasing your speed, as well as moving forward and right at an angle, although that is a common one in many 3d engines and I think fixed in at least darkplaces. |
You can only increase your speed by changing direction constantly (zigzagging), or by bunnyhopping (pressing jump and releasing and repressing it before you land, while turning left/right like you're shaking your head, sort of a zigzag but smoother).
Quake caps your desired velocity at sv_maxspeed (320), so even if you hold forward (+400 forward) and a strafe key (+350 sideways), it caps that at 320, resulting in +240.8 forward and +210.7 sideways (rather than +400 and +350).
As for the wall-hugging, that also still works in darkplaces, it's one of the same cosine bugs.
Quake has "sv_wallfriction" which sharply reduces your speed when leaning mostly into a wall, but you can still cruise along a wall at a slightly inclined angle and get some boost I'm told - I've never tried. |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Sat Jan 10, 2009 5:30 am Post subject: |
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How about the fact that typing RECONNECT in the netQuake console ( original) doesn't reconnect you.  |
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LordHavoc
Joined: 05 Nov 2004 Posts: 243 Location: western Oregon, USA
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Posted: Mon Jan 12, 2009 2:55 pm Post subject: |
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r00k wrote: | How about the fact that typing RECONNECT in the netQuake console ( original) doesn't reconnect you.  |
Good one.
In DarkPlaces it reconnects you if you first disconnect, if you're just lagging it just messes up the current level like in stock netquake, I wasn't sure what I could do about this.
Of course when playing on a QW server it always reconnects you as expected. |
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