Author Topic: Forward Speed  (Read 9994 times)

Offline [BTF]MangyMutt

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Forward Speed
« on: April 16, 2007, 07:22:25 PM »
Just out of curiousity, why can I move so much faster sometimes in spectator mode than when actually playing? Is there any way to adjust the servers settings to allow for greater forward speed movement than what is normally done now? (I'm not talking about strafing either, just the normal "run" speed to be raised)

WOOF!  :smiley_ablq:
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Offline UUD-40

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Re: Forward Speed
« Reply #1 on: April 16, 2007, 08:17:42 PM »
for your 1st question: It's a feature in r1q2. I don't know if it can be changed, r1ch or quadz should know.  8)
second: I would think so, but again- I'm not sure.  ;D
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Offline krez

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Re: Forward Speed
« Reply #2 on: August 23, 2007, 07:32:56 AM »
Mangy is your collar popped in that pic?  It better not be, I consider you to be a pretty cool guy.  If it is infact popped, I will have to retract my opinion of you.
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Offline haunted

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Re: Forward Speed
« Reply #3 on: August 23, 2007, 08:48:36 AM »
Thank you krez, for upholding your official position in my group :afro:
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Offline krez

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Re: Forward Speed
« Reply #4 on: August 23, 2007, 03:23:33 PM »
haha yes.  i crush the skulls of men who pop thier collars.
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Re: Forward Speed
« Reply #5 on: August 23, 2007, 04:04:54 PM »
I don't think you can change the run speed.  It would be interesting to see someone work on a quake 2 mod with more options, such as being able to change run speed, enabling/disabling strafe jumping, etc.
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Offline the Crazed

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Re: Forward Speed
« Reply #6 on: August 23, 2007, 06:53:40 PM »
DISABLE strafe jumping?!?  would that even be considered a Q2 mod??
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Offline console

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Re: Forward Speed
« Reply #7 on: August 23, 2007, 07:40:51 PM »
DISABLE strafe jumping?!?  would that even be considered a Q2 mod??

It's already built-in, actually:  sv_airaccelerate 1

Strafe jump doesn't work at all then.  But I'm told by reputable sources (naymlis, daelmun, if I recall correctly) that a completely different kind of speed jumping becomes possible, then.  I need to go back and re-read their descriptions of it, because I have never managed to do more than hop around like a slug on airaccelerate servers...  :eyecrazy:


Regards.

:dohdohdoh:
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Offline krez

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Re: Forward Speed
« Reply #8 on: August 23, 2007, 07:51:45 PM »
DISABLE strafe jumping?!?  would that even be considered a Q2 mod??

It's already built-in, actually:  sv_airaccelerate 1

Strafe jump doesn't work at all then.  But I'm told by reputable sources (naymlis, daelmun, if I recall correctly) that a completely different kind of speed jumping becomes possible, then.  I need to go back and re-read their descriptions of it, because I have never managed to do more than hop around like a slug on airaccelerate servers...  :eyecrazy:


Regards.

:dohdohdoh:


circle jumping.  you sort of move your mouse back and forth as you are jumping forward.  its not as fast as strafe jumping and double jumps are way harder with it.  I think the only dudes ive seen use it today are manipulator and some dude from va.
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Offline the Crazed

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Re: Forward Speed
« Reply #9 on: August 23, 2007, 08:07:11 PM »
king sure has a lot of circle in his jump too...
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Offline [BTF]Gator

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Re: Forward Speed
« Reply #10 on: August 23, 2007, 08:50:47 PM »


circle jumping.  you sort of move your mouse back and forth as you are jumping forward.  its not as fast as strafe jumping and double jumps are way harder with it.  I think the only dudes ive seen use it today are manipulator and some dude from va.
Quote

Crap, no wonder im such a turtle.  That is how i move.  Kind of between that and a "swing" between jumps.

And on a side note, MM's collar isnt "popped", it is a collared shirt.  Period.  Like a denim collared shirt.  No other way it would be worn save for cutting the collar off, but the late '80's punk scene is long dead, so nobody does that no more.  Flanel shirts world wide can live long lives free from worry.
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Re: Forward Speed
« Reply #11 on: August 23, 2007, 08:58:24 PM »
Interesting, thanks for the tip console.  Apparently, the console commands guide implies there's more than 2 possible values for that register:

sv_airaccelerate

    Type: Register

    Default: 0

    Description: The maximum additional allowable air acceleration velocity.

    Note: Normally this variable is set to 0 and players have no control of their velocity when in air. If this variable is increased then players will be able to control their velocities in mid-air allowing them more control of their movement. If you wish to make the air control the same as in Quake and QuakeWorld then you should set this variable to a value of 10. This variable is ignored for single-player and cooperative games.

Oh ya, off topic here, does anyone know where I could find a rocket launcher model for q2 that resembles the rocket launcher of q1 or q3?
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Offline reaper

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Re: Forward Speed
« Reply #12 on: August 23, 2007, 09:05:00 PM »
circle jumping looks sexy

 :smiley_abjz:
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Offline [BTF]MangyMutt

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Re: Forward Speed
« Reply #13 on: August 23, 2007, 09:06:01 PM »
What I was asking was this. In spectator mode (free flying mode) your forward speed is about 3 or 4 times faster. Is it possible to make the "forward run" speed the same while playing? Not while just in the air. I'm talking about moving forward running normally as fast as someone who's an expert can strafe jump?

And thx Gator for explaining about the shirt lol. I wasn't quite sure what he meant by "popped collar".

WOOF!
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Offline console

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Re: Forward Speed
« Reply #14 on: August 23, 2007, 09:56:01 PM »
Interesting, thanks for the tip console.  Apparently, the console commands guide implies there's more than 2 possible values for that register

Yeah, that's what the 3.19 point release notes claimed too:

- 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.

In-between values don't work though.  Looks like the implementor made a typo in the source code, but in any case, if you set it to 0 it's 0.  If you set it to anything but 0, it becomes 10.


Regards,

quadz

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