Author Topic: Why that change of Thresh to Damiah´s era in q2?  (Read 2376 times)

Offline Lejionator

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Why that change of Thresh to Damiah´s era in q2?
« on: July 19, 2009, 03:06:13 PM »
I have many demos of Thresh, like Thresh vc Immortal, Ren, Angelstorm, etc. BtW I have demos of Makaveli vs Immortal, Immortal vs Unholy, and many ancient demos. Now I see those new-schoole demos of Damiah, Syanid, MasterT(someone have demos this guy? He is from Lithuania, of called "Old School Clan"! Remember?), Fiz, etc. Why old school players was played very diferent in relation with the players actually? Thresh and Immortal don´t speedrun! Just walk and owned yours positions. Damiah run like a mad or demon!
The Quake2 don´t was able make speedjumps before? Strafejumps? Or someone discovered that this was possible? Who discorever it? Sorry my poor english, guys.
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Offline console

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Re: Why that change of Thresh to Damiah´s era in q2?
« Reply #1 on: July 19, 2009, 03:43:06 PM »
The Quake2 don´t was able make speedjumps before? Strafejumps? Or someone discovered that this was possible?

Yes, most of the jumps we take for granted today weren't possible with the original Q2 physics.

This changed with version 3.15.  From the release notes:

Quote
- Player movement code re-written to be similiar to that of NetQuake and
  later versions of QuakeWorld.  Player has more control in the air and
  gets a boost in vertical speed when jumping off the top of ramps.

This changed again in 3.17:

Quote
- Player movement during Air acceleration changed to reflect more real-world
  physics while airborne.

And again in 3.19:

Quote
- New server cvar:  sv_airaccelerate.  This controls the optional air
  acceleration facility.  The default value is 0, which disables air control.
  The usual value to replicate the air control seen in the original Quake and
  later versions of Quakeworld is 10.  10 allows for much more
  air control (as was seen in 3.15).  This value is ignored in single player
  and coop.

That was the last physics change from id Software.


I don't know who first started figuring out jumps... but I know it wasn't very long until I started seeing players do the basic jumps in the mega room, and speed jumping from the upper rocket launcher to the rocket ammo below... 

I'm pretty sure it was still 1998, because I seem to recall talking to some of my co-workers about this "amazing physics bug" in Q2 that provided great gameplay value.  (1998 was the last year I worked at that company.)  Not 100% sure though...


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