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That Star Wars movie is really awesome. Just had a really cool Moebius scene. Will continue watching it later. 
Running, Jumping, Standing Still... 
I may have asked this before but if I did, I don't remember the answer: with Windows 7, and using FitzQ, standard progs.dat (actually, any progs.dat; I cannot run and jump. I can walk and jump, I can stand and jump, and I can run forward; but if I hold SHIFT (my run key), UP ARROW (my forward key, and then press SPACEBAR (my jump key), no jump registers.

I am trying to play-test a map and have two running-jump requirements (over lava, and which must have worked when I built this map three or so years ago when I was using XP) and I just keep plopping into the lava. I can walk-jump but do not quite clear the lava, so although I get my toes burnt, I do survive.

However, I want a running-jump at these locations. Does anyone have any suggestions?

In addition, is there a ratio of some kind between length and height that says how for up I can jump and land for a given distance? 
Errr What? 
My suggestion would be to check your keyboard. Or possibly the Windows settings (ease of access options activated?) But then, I'm surprised there's actually someone who doesn't have always run enabled in Quake. This may allow you to test the jumps. 
Mmmm 
So I set Mouse2 to +forward, and leave SHIFT as +speed (run) and SPACEBAR as +jump, and now I can run and jump.

This seems to suggest that the laptop or Windows7 does not like three key combinations. And yet CTRL/ALT/"3" gives me �.

Oh, I give up. It's all too much (and it's supposed to be fun). 
 
Wow, the laptop must be really old then. Or have a very cheap keyboard. I remember from 12+ years ago how some keyboards wouldn't allow too many keypresses at once and make Windows beep.

Seriously, just enable Always Run in the options. Least troublesome solution. 
2 Years Old 
HP, Intel i7, 4M RAM, Windows 7: there's probably some setting somewhere that needs changing. 
Always Run 
Who doesn't have always run enabled? There's no reason not to and there's only a few places in the original game where running may cause some problems for someone new to the game. 
Always Run 
I don't have run enabled.

Apart from the fact that a three key combination doesn't work on my main laptop, but it does on my desktop and my older laptop, why have run enabled? When I play (used to play) Quake, I was never in a hurry, I just wanted to kill everything. I thought that was the idea:) 
 
You can evade much better! 
Evading 
Ah, it's like a 'wimp' mode for Quake!

I'll stick to walking and take 'em on like a man ;) 
 
Fun fact: the run key only affects forward and backward movement. The strafe keys are always at full speed.

Quake is a fast game by nature, so it's only consequent to eliminate the middle man (=the need to manually trigger running), so to speak - slower movement speed is largely unnecessary for this style of gameplay and makes it less enjoyable, in my opinion... so I'd rather call THAT the 'wimp' mode.

Fun fact II: Quake is slow compared to Doom. 
 
I juts played DNF, but gave up at the Queen Bitch level. Moving Duke's slow arse around was a friggin' joke. And the whole thing was on rails.. even the mini car level. Pretty damn average. 
 
 
Morality 
Having not read more than the introduction, I wanted to mention that I've always seen one aspect of quake as having an almost "moral" effect. That's (the possible bug) where monsters don't drop ammo if you gib them, which penalises the use of excessive force. Quad damage can be seen as psychopathic in this tiny moral framework: it encourages you to break this rule by changing the incentive structure, reducing your ammo consumption fourfold is ample compensation for anyone who might get gibbed in your rampage. In addition the time pressure it imposes damages your ability to properly weigh your actions. 
Wow 
I'll bet I've made way more rants that make me seem ridiculous, which I probably am... but in the here and now I'd just like to say: 'incentive structure' and gibs vs ammo backpacks! Only grunts and enforces drop them! Someone, is even more obsessed with The Wire than I am!

PM has often informed me of the most effective way to beat a level, especially a drake level... the AI is only so good and a perceptive player can figure out these gaps etc... I guess I view things in too much of an arcade way for that. 
Don't Forget 
Ogres too! Just on humanoids though, who become less frequent as each episode progresses. Does this reinforce a "The abyss gazes also" descent into a morally blank world? Joking aside, Zerst�rer crystallized that idea of the player's actions being debasing rather than triumphant, which I think helped make it a memorable mod. Anything which adds to that feeling is a good thing for quake.

In a more practical sense, there's a much more prevalent incentive in a FPS game to avoid excessive force: ammo availability per weapon. If you waste all your rockets killing grunts, you won't have the firepower to deal with the tougher enemies later in the level. From an arcade point of view, the gib bug helps reinforce this notion, training the player to use appropriate force by withholding a reward if they overdo things.

I haven't played more than the demo of Deus Ex: Invisible War, but it seems like universal ammo gets rid of this idea, which I imagine was to the detriment of the game. The idea certainly didn't catch on with other games. Did anyone experience that? 
I Remember... 
way back when I was stupid enough to think my views on video game morality were worth anything. 
H P Lovecraft's The Shadow Out Of Time 
 
cheers Indy! 
Funny Censorship Fail 
 
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