You don't? There's actually a smaller pmove "hold" time than what you have in stock Quake2, and you retain much more of your velocity as well. What map did you experience this on, and what are your basic system specs?
This is our high-visibility renderer plugin for competitive play.
i probably have a 1% chance of ever winning in duel against you
Basically, I've added air friction to the physics, so that players can't continually accelerate to infinity by mashing the spacebar. It's an attempt to bring some realism to the movement; remember, you're supposed to be a humanoid in Quake, not a spaceship. The clamp will be a server-side setting before Q2W is officially released, so servers can elect to increase it or turn it off.The reason why the q2dm3 remake feels off is that we've increased the size of the player models about 25%, again for realism purposes. Your player no longer jumps to his own height, but rather about chest high.
That's called "realism?" Only in a Stephen Hawking simulator, for fuck's sake.
Quote from: quadz on March 27, 2012, 10:49:32 PMThat's called "realism?" Only in a Stephen Hawking simulator, for fuck's sake. There is a preset character in the mod SuperHeroes 2 that sets up the player to be in a rocket powered wheel chair. The mod tanks movement in comparable ways. Although with all of them being server side there is a lot of snapping when the client prediction doesn't know what to do.