#22100 posted by Spirit on 2012/09/30 13:59:25
That Star Wars movie is really awesome. Just had a really cool Moebius scene. Will continue watching it later.
Running, Jumping, Standing Still...
#22101 posted by Mike Woodham on 2012/09/30 16:00:55
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?
#22102 posted by negke on 2012/09/30 16:57:12
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
#22103 posted by Mike Woodham on 2012/09/30 17:23:06
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).
#22104 posted by negke on 2012/09/30 17:41:29
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
#22105 posted by Mike Woodham on 2012/09/30 18:59:05
HP, Intel i7, 4M RAM, Windows 7: there's probably some setting somewhere that needs changing.
Always Run
#22106 posted by quaketree on 2012/10/01 09:41:33
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
#22107 posted by Mike Woodham on 2012/10/01 15:56:55
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:)
#22108 posted by Spirit on 2012/10/01 18:09:42
You can evade much better!
Evading
#22109 posted by Mike Woodham on 2012/10/01 18:43:15
Ah, it's like a 'wimp' mode for Quake!
I'll stick to walking and take 'em on like a man ;)
#22110 posted by negke on 2012/10/01 19:21:33
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.
#22112 posted by stevenaaus on 2012/10/02 23:36:47
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.
#22113 posted by - on 2012/10/04 02:49:14
#22115 posted by Drew on 2012/10/06 05:42:30
Morality
#22116 posted by Preach on 2012/10/06 10:58:50
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
#22117 posted by Tronyn on 2012/10/06 11:19:44
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
#22118 posted by Preach on 2012/10/06 12:42:10
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...
#22119 posted by Fern on 2012/10/06 16:52:11
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
#22120 posted by mechtech on 2012/10/07 05:08:12
#22121 posted by madfox on 2012/10/07 22:04:16
cheers Indy!
Funny Censorship Fail
#22122 posted by RickyT33 on 2012/10/10 21:12:04
#22123 posted by Spirit on 2012/10/10 21:25:39
Morning Coffee Break ...
#22124 posted by sock on 2012/10/31 13:00:09
science explains the physics in Call of Cthulhu
...They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R�lyeh, preserved by the spells of mighty Cthulhu for a glorious surrection when the stars and the earth might once more be ready for Them.
Of course, (quantum mechanics and cats aside) the idea that something can be both alive and dead at the same time is physically nonsensical.
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