![]() ![]() I gave reasons why in my post, did you even watch the demo yet or even try them? Because it looks like what is all to common in this community, no one tries and then just presumes. ![]() They are not exactly the same, to gain speed you must use forward and bunnyhop to continue to gain speed same way nexuiz does that was the whole point of them.I never called these promode, frutiex never called these that, if your on about 'Xonotic Pro Mode' then ask FrutieX why he called them that, but they are not these physics they are different.Īs for dodge I asked FrutieX to put it on just so I could mess about with it, then he realised you could do some cool doublejumps with it, and we both agreed it gave enough speed to get going as moving off at the start does take a while to gain speed without it, so we decided that it needed to be kept on for these. RE: *NEW* EASY-TO-USE physics set from experimentation by frutiex and kojn (please read) - kojn^ - 05-22-2010 And to call it promode? This kinda makes me worry. I'd rather have an original game then one that just copies everything else. Why would you make the physics exactly the same as another game.when you can play that other game. RE: *NEW* EASY-TO-USE physics set from experimentation by frutiex and kojn (please read) - Agamalama - 05-22-2010 Please give feedback if your seriously in contributing to the game, would like people's views on how they feel with these. We also found some quick little trickjumps on this map, you can do lot's of neat things with these physics I am sure, I mean I was just running around a lot, but hopefully it gives an insight into them. fruitiex/fruitphys in xonotic-data.pk3dir ![]() So we did, and we used dodge also, please watch the demo's below and comment on what you think, we only played with these for 15 minutes or so, but they were really not difficult at all to learn, any nexuiz player shouldn't have a problem with them.Įdit:- It's possible we could reduce the amount of acceleration dodge gives so that it slows it down the initial acceleration a little bit, this would probably help actually, but got to remember dodge would also be used for mid-game combat. So today I contact Frutiex and I ask him if we can make a easy to use set, something that would be easy for new players to use, exising quake players wouldnt bitch too much about, and something that would allow existing nexuiz players to pick up on. To create a physics set that would be attractive and east to use for Unreal Tournament (UT99, ut2003,ut2004,UT3 etc) players.Īfter all, no one has ever done any kind of mix between these two game's and Xonotic should be aiming at a fast-paced FPS target audience.these genre's are the biggest two around which is why I chose these as example's you can add more or suggest more to me To create a physics set that will allow quake (QW,Quake3,Quake4 etc)players to be able to use them. To create a physics set that would be attractive to current players and basically be 'better' then nexuiz's. To create a physics set that takes out the steep learning curve of strafing and that allows users to bunnyhop just by pressing forward just like in current nexuiz. To create a physics set that gives SIMIALR Quakeworld/CPM style-turning ability Most importantly, to create a physics set that is easy to use by new, current and players from other similar FPS games. Ok, so after testing with tZork last night with the current Xonotic physics and then testing the XPM physics to compare (nexrun to you and I) I was really not pleased, the current physics just didn't feel very nice at all, very hard to control at low speed and turning feels like your sliding at the same time.Įdit:- Still tweaking the physics, but there more or less like that in the video, please watch all the way through ![]() *NEW* EASY-TO-USE physics set from experimentation by frutiex and kojn (please read) - kojn^ - 05-22-2010 ![]()
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