All I really want is orange lava balls
What a marvelous sentence.
@Kinn
#1961 posted by ericw on 2016/03/09 06:09:40
No trojan warnings for me with the latest windows defender definitions (March 8). Weird. See if updating Defender fixes it (that worked last time, right?)
Xinput/controller Support
#1962 posted by shubbyshubshub on 2016/04/02 23:13:11
ericw... you have made america great again.
im off to do my happy dance.
Needs splitscreen in order to receive his free handy j
Edges
#1964 posted by Hipshot on 2016/04/05 01:24:42
It would be great if this engine had an option, or default, so it handles stairs like Q3 does.
Or more so, really small edges, so when you jump up some stairs, you can't get stuck in them.
I know this isn't a thing in Q1, but it really improves the movement
Yes Please
That would improve gameplay on those maps with unclipped overcomplicated floor design.
#1966 posted by Kinn on 2016/04/05 15:48:43
Is gooning with the player physics not a crossing a bit of a red line?
Kinn
#1967 posted by Hipshot on 2016/04/05 15:56:43
Yes, I was thinking that too. But the reason why I choose to mention this is cause I don't think that would be crossing the line, this small specific "fix".
I can see if even more things were added, like double jump, ledge leaps, etc etc.
I think Id added this small thing so you wouldn't get stuck as easy when jumping too close to something.
Actually, I'm not sure what the difference really is, I mean, it's not like you are jumping close to a ledge in Q3 and magically just appear on top of it, but in Q3 you can jump around in stairs and not get stuck.
#1968 posted by Spirit on 2016/04/05 16:18:27
it's not like you are jumping close to a ledge in Q3 and magically just appear on top of it
Not sure if it is related but q3dm13 mh?
#1969 posted by Hipshot on 2016/04/05 16:43:08
Maybe you are right, can't try it now.
In any case, it's not an issue in Q3 afaik =)
Case Sensitive Autocomplete
makes it harder to run some maps
Quake Physics
is a little twitchy. I personally hate that a floor connected to a slope will often stop you dead as you transition onto the slope. It's like there is a forcefield stopping you.
#1972 posted by metlslime on 2016/04/05 19:14:46
In quake2 and darkplaces you can do this, i think in darkplaces it's called "air step." It's a nice feature because you won't get snagged on things like running across the floor grates in dm4.
I added it to Fitzquake early on, but deleted it before releasing because I realized it changes gameplay too much. The player can jump onto much higher crates with the feature -- ~40 without the fix, ~56 with the fix. Of course it's tunable, but the lower you tune it the less beneficial it is.
#1973 posted by ericw on 2016/04/05 19:32:03
Fifth, I noticed that in ad_zendar, when you climb the bricks at the start and go up the slope, there is an invisible wall blocking you at the top of the slope. It doesn't happen in DarkPlaces though - maybe LH fixed a bug in the collision code.
QS probably errs on the side of leaving everything vanilla; touching physics can have unintended side effects like metl mentioned.
#1974 posted by Spike on 2016/04/05 19:43:02
modern quakeworld servers have airstep enabled via the pm_airstep cvar.
even small airsteps of 1 or so should help work around the invisible barriers issue that results from bsp hull precision (tbh I don't actually remember quakeworld ever having that problem).
you could also only allow it when near to the ground which would fix steps (but also mean people could bunnyhop far too easily) without making ledges too easy.
that bunnyhop thing is why its not enabled by default in fte. I believe it is enabled by default in dp.
I try my best to avoid using ramps in my maps specifically for this reason. I fudged the ramps in q-deck by having a "lip" to prevent getting caught when moving down the ramp.
#1976 posted by mh on 2016/04/05 22:41:08
...this small specific "fix"...this small thing...
First rule of engine coding is that what may seem to be a small thing from a player's perspective quite often isn't.
Second rule is that this applies doubly so when it comes to the physics code.
Anything involving Quake physics code is almost definitely not a "small fix". It may seem small to you because you're just describing one single problem that only seems (to you) to happen in certain very specific circumstances. But the physics code has ways of blowing up spectacularly and innocuous-seeming changes in one place can have huge repercussions elsewhere.
@ericw
#1977 posted by Baker on 2016/04/06 00:08:04
Go to E1M1 quad secret area. Stand under the screen with the world on it. Lower gravity a little. Jump. In a normal engine, you'll hit your head on nothing. In DarkPlaces you will jump unimpeded.
It is odd.
Haha
#1978 posted by ericw on 2016/04/06 00:23:18
That's a trigger_multiple with "health" "1". I guess it's solid?
#1979 posted by Baker on 2016/04/06 01:23:42
What is weird is load up ezQuake and -- like DarkPlaces --- you won't hit your head on the invisible trigger.
Go figure ...
So normal Quake = it is there.
Quakeworld/DarkPlaces = it is not there.
Frogbots Support?
#1980 posted by PFL on 2016/04/19 19:45:19
Hey, I've been learning to play with bots in Q1 and it's come to my attention that compatibility with some bots is borked in QS.
Frogbots seem to be the best bots around but sadly they're one of the bots that don't work. Frogbots work fine in Fitz et cetera
Is it possible to add support back in to QS?
PS: The Xinput support is a godsend for my tired old wrist! Thank you. :)
Auditory Funniness
#1981 posted by shubby on 2016/04/24 04:07:18
"Couldn't find a cdrip for track 0" the console tells me.
happens in aop, and in some custom maps like teacups. playback works fine *most* the time(?) so i am at a loss.
hoping this is just a case of operator error.
using win7 and the xinput build of qspasm.
I Think You Can Ignore That
#1982 posted by ericw on 2016/04/24 04:58:40
I just checked and AOP's qc code sends a "svc_cdtrack" command to the engine requesting track 0, which is what causes that warning to print. Possibly QS should suppress that warning message, not sure.
btw, valid music tracks are 2-11 for the original soundtrack. You can enter a console command like "music track03" to start music manually, if a map doens't have it set up.
Thanks Eric
#1983 posted by shubby on 2016/04/24 07:09:26
hmm. well ive got my naming convention correct, and my oggs in the proper dir. so perhaps i will just go with the manual playback for now. thank god for the console.
i wonder if the tracks playback sequentially in the game, or what. i need to find out. i guess that is the real problem now? not knowing what track an author has intended for their map.
#1984 posted by Joel B on 2016/04/24 19:00:22
It doesn't sound like an issue with the engine or with your setup. It sounds like the mapper forgot to specify an appropriate music track.
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