... yeah... i have a feeling ill be grabbing this tomorrow... i miss area fps games so much. kinda sad they've died off now... all we have are these terrible cod games and halo now... nothing as epic as quake or unreal.
I've been practicing bunny hopping but my muscles just seem completely uncooperative. I tried looking for a bunny hopping practice map, like something that is basically one massively long straight hallway, but couldn't find anything. The closest I could find was E4M3, but as soon as I start to feel like the rhythm is working for me I hit a wall or something and get fucked over. I'm going to keep working at it, but I think it's just something that's not going to work out.
Bunny hopping or strafe jumping? Because they're totally different things.
I've been practicing bunny hopping but my muscles just seem completely uncooperative. I tried looking for a bunny hopping practice map, like something that is basically one massively long straight hallway, but couldn't find anything. The closest I could find was E4M3, but as soon as I start to feel like the rhythm is working for me I hit a wall or something and get fucked over. I'm going to keep working at it, but I think it's just something that's not going to work out.
Bunny hopping or strafe jumping? Because they're totally different things.
I apparently don't have Darkplaces setup correctly to use QuakeWorld physics, because I was initially trying to do it with that and not getting any results. Switched to ezQuake and it worked as it was supposed to. I understand how to do stuff like strafe jumping and bunny hopping; just need to practice the shit out of all of that stuff before it gets ingrained into my muscle memory to the point where I can actually do it and aim/shoot and get results.
Ah yes, that's what it is. A lot of people get the 2 confused.
You may want to work with your sensitivity. Really low and really high sensitivity makes it harder to bunny hop (though low sensitivity can help with strafe jumping). The most important thing is that all your motions are as smooth as possible.
What it has is basically strafe jumping with way more air control. The technique is virtually the same and still distinct enough from normal bunny hopping that the ambiguous terms annoy me and get in the way. But QuakeWorld is my least-played Quake, not counting 4, so maybe it depends on how you were raised.
My understanding has always been:
If the optimal (for acceleration) angle between current velocity and input direction is high enough that you use just a strafe key and wide turns, it's bunny hopping.
If said angle is low enough that you use both a strafe key and a forward/backward key, and use small arcing turns, it's strafe jumping.
I'm well aware that the two result from exactly the same bug with only the constants (accel and top speed) involved determining which one expresses itself. But I'm used to this terminology being used to distinguish the two in games that permit both. Admittedly I'm not old-school in the least - I got into this stuff with Urban Terror and then QL. So it very well might depend on 'how I was raised'.
Bunny hopping in many other games is a way of keeping speed (or gaining very little), while strafe jumping is pure acceleration. Take Warsow, for example, you can bunny hop all day long without losing speed, and it's a vital skill, but you gain most of your speed with strafe jumping.
Then we are talking about the same thing. The bunnyhopping technique from CPMA and Warsow is nearly identical to the technique used in QW. The very high air control is shared too. The only distinction is that in QW, this technique is also the way to accelerate rapidly.
For what it's worth, CPMA bunnies and QW movement have a lot in common in terms of the constants involved, too. I don't want to clutter up the thread, hence the spoiler.
Try standing still, jumping, then hitting a movement key midair (not turning, just moving straight) and watching your speed in various games. In VQ3/QL, you'll slowly accelerate midair to the regular 320ups. In QW, you'll accelerate rapidly to 30ups and no further. Try it in CPMA, and you'll find that you get the VQ3 behavior whenever you use +forward or +back, and the QW behavior when you use only +moveright or +moveleft - that's how they let you use both techniques. Obviously CPMA bunnyhopping doesn't provide quite as high an acceleration as QW bunnyhopping, but that's a relatively small tweak that still leaves it in the "high acceleration to low top speed" category relative to VQ3's "low acceleration to high top speed".
I recently implemented CPMA/Warsow-esque combined bunnies and strafejumps from scratch as part of a mod to a non-Quake-engine game. I ended up reading a lot of the movement related source to Q3, Warsow, and QW in the process, so that's my excuse for caring this much ;-) .
So is there a vent or team speak server everyone gets on? Just bought and installed quake 1 on steam. Going to get all the extra stuff I need when I get home tonight.
so i tried starting up quake for the first time, before downloading any mods (gettin nquake right now). it was very... rainbow color'd... hope that will fix itself once i go through nquake.
so... i have my attack button as mouse 1... but if i press mouse 2, it fires the shotgun, reguardless of the weapon i have out... also happens when i hit shift... is there a way to make this not happen? i dont have mouse2 bound to anything that i know of.
Open console, and use the following three commands:
unbind shift
unbind mouse2
cfg_save
(Shift by default is a grenade spam bind in nQuake - when you press it it'll switch to the GL and start firing, and when you release it it'll stop and switch back to whatever weapon you were using previously. It's probably falling back on the shotgun when you don't have a GL. Mouse2 is probably something similar but I wouldn't know because I rebound it first thing.)
Then we are talking about the same thing. The bunnyhopping technique from CPMA and Warsow is nearly identical to the technique used in QW. The very high air control is shared too. The only distinction is that in QW, this technique is also the way to accelerate rapidly.
For what it's worth, CPMA bunnies and QW movement have a lot in common in terms of the constants involved, too. I don't want to clutter up the thread, hence the spoiler.
Try standing still, jumping, then hitting a movement key midair (not turning, just moving straight) and watching your speed in various games. In VQ3/QL, you'll slowly accelerate midair to the regular 320ups. In QW, you'll accelerate rapidly to 30ups and no further. Try it in CPMA, and you'll find that you get the VQ3 behavior whenever you use +forward or +back, and the QW behavior when you use only +moveright or +moveleft - that's how they let you use both techniques. Obviously CPMA bunnyhopping doesn't provide quite as high an acceleration as QW bunnyhopping, but that's a relatively small tweak that still leaves it in the "high acceleration to low top speed" category relative to VQ3's "low acceleration to high top speed".
I recently implemented CPMA/Warsow-esque combined bunnies and strafejumps from scratch as part of a mod to a non-Quake-engine game. I ended up reading a lot of the movement related source to Q3, Warsow, and QW in the process, so that's my excuse for caring this much ;-) .
My only excuse is that I've played way too much Quake and can't stop thinking about it whenever I see an fps. It has ruined me.
So is there a vent or team speak server everyone gets on? Just bought and installed quake 1 on steam. Going to get all the extra stuff I need when I get home tonight.
Is the game and ezquake basically all I need?
Don't have a voice chat venue set up. If someone wants to setup a Ventrilo server or something they're welcome to do so, but the necessity for one depends on how much value you place on trash talk.
I've noticed the mouse/menu thing as well. It seems to be unique to ezQuake and I'm not sure how to fix it.
i guess its getting stuck... because it'll randomly be really hard to move. sometimes it'll move ok, other times it'll be really hard to make it click on anything.
btw, does anyone play other quake games, mostly just with pa group? i had considered getting quake collection, but opted for just quake, since im sure i can find my quake 4 disc that has quake 2 on it, and i figured if quake 3 were any consideration quake live would be the game of choice, but then i remembered people talking about not liking QL all that much...
also, wtf is with the shotgun/SUPER shotgun, and the nailguns. why are there 2 versions of each? seems like they'd take the same ammo, and if you have the SUPER why use the normal?
is there a way to pipe bind weapons so i dont have to have each of the different shotguns on 2 separate keys?
You could make scripts for multiple binds on the same key, but it would take some work.
QuakeLive is a good game, but it doesn't have the mods that Quake 3 has. I'd be happy to play most forms of Quake 3 and QuakeLive, provided my shitty wireless connection allows it. If we could get a decent sized game of 3w cctf going I would cry hot tears of pure joy.
i guess its getting stuck... because it'll randomly be really hard to move. sometimes it'll move ok, other times it'll be really hard to make it click on anything.
btw, does anyone play other quake games, mostly just with pa group? i had considered getting quake collection, but opted for just quake, since im sure i can find my quake 4 disc that has quake 2 on it, and i figured if quake 3 were any consideration quake live would be the game of choice, but then i remembered people talking about not liking QL all that much...
also, wtf is with the shotgun/SUPER shotgun, and the nailguns. why are there 2 versions of each? seems like they'd take the same ammo, and if you have the SUPER why use the normal?
is there a way to pipe bind weapons so i dont have to have each of the different shotguns on 2 separate keys?
PA group has only played Quake so far. I wouldn't mind eventually branching into stuff like Q1 mods and Q2/mods, but the timing isn't right. Quake night is still new (tomorrow will be the second meeting), and I don't want to scare people off or shake things up too much until a solid foundation is set.
A few people here play QL, but not as a group. It's kind of like Q3A-lite: you don't get access to every map or mode as a free member or have the well of mods that Q3A has, but it plays just fine and will scratch that itch. I don't know what the split, if there is one, is like between Q3A and QL.
As for the weapons: super shotty does more damage at the cost of extra ammo consumed. Super nailgun does more damage but burns through ammo faster than the regular nailgun. They use the same ammo, and are simply options that expand your arsenal.
So is there a vent or team speak server everyone gets on? Just bought and installed quake 1 on steam. Going to get all the extra stuff I need when I get home tonight.
Is the game and ezquake basically all I need?
Don't have a voice chat venue set up. If someone wants to setup a Ventrilo server or something they're welcome to do so, but the necessity for one depends on how much value you place on trash talk.
I've noticed the mouse/menu thing as well. It seems to be unique to ezQuake and I'm not sure how to fix it.
also, wtf is with the shotgun/SUPER shotgun, and the nailguns. why are there 2 versions of each? seems like they'd take the same ammo, and if you have the SUPER why use the normal?
is there a way to pipe bind weapons so i dont have to have each of the different shotguns on 2 separate keys?
SSG has a much wider spread than SG, so there's a good reason to use the regular one for long range fighting. Not sure if there's ever a time to use the regular nailgun over the super nailgun.
You can pass multiple weapon numbers to the "weapon" command in binds to indicate a list of preferences in descending order. For example,
bind 3 "weapon 8 3 2 1"
will make 3 try to switch to the lightning gun, but in the absence of LG ammo it'll fall back on the super shotgun, then the regular shotgun and finally the axe. So "weapon 3 2" will switch to the best shotgun you have, and "weapon 5 4" will switch to the best nailgun you have.
How simple is it to jump into Quake mapping and modding? Any recommendations on where to start? I'm asking as someone that really doesn't have any knowledge or experience with coding and making custom content for games. The extent of my experience doing this stuff is playing around with the NWN toolset to make a couple custom areas in an existing module, but I did so without diving into the module's scripts. Is Quake a n00b-friendly platform to jump in with, or am I going to have to learn a bunch of stuff before I can start working in it?
How simple is it to jump into Quake mapping and modding? Any recommendations on where to start? I'm asking as someone that really doesn't have any knowledge or experience with coding and making custom content for games. The extent of my experience doing this stuff is playing around with the NWN toolset to make a couple custom areas in an existing module, but I did so without diving into the module's scripts. Is Quake a n00b-friendly platform to jump in with, or am I going to have to learn a bunch of stuff before I can start working in it?
i was actually curious about this myself. i've mapped a bit in unreal 2k4, and enjoyed it a lot. i got into it a bit late, but what i got to do was quite fun.
i would assume it has very similar mapping tools... no idea on the mods.
I've been messing around with GTKRadiant 1.5 and it seems pretty easy to use. I used this video as an intro tutorial and it's helped me get my bearings with it a bit. The vid is for Enemy Territory, but the general process is similar for the other games. Unfortunately, actually trying to load the map I made following the video won't work because ET is giving me some bullshit about not being able to find a spawn point. *shrug* Hopefully it'll be more cooperative with Quake.
well that was certainly an experience... i can see why quake 3 is the one that stuck around so long... i dont recall a lightning gun + quad eating 100% armor and hp in a single tick =/
on another note, i think a general "arena night" would be neat... swap the games up a bit, at least when quake gets kinda tiring... although there are only 3 arena games that come to my mind right off, various quakes, various unreals, and nexuiz
That was a blast. I can feel myself improving, though the more I learn the more I realize I have to learn. I don't think I'll ever get bunny hopping, but that doesn't rob me of the satisfaction of the occasional 4-in-a-row rocket-eating death match. I also liked these maps a lot more than last week's. I'm pretty psyched about most of this rotation.
well that was certainly an experience... i can see why quake 3 is the one that stuck around so long... i dont recall a lightning gun + quad eating 100% armor and hp in a single tick =/
on another note, i think a general "arena night" would be neat... swap the games up a bit, at least when quake gets kinda tiring... although there are only 3 arena games that come to my mind right off, various quakes, various unreals, and nexuiz
LG in QW is 30 damage, 10 times a second, and the quad is a real 4x damage, not the 3x damage "quad" like in Q3. So yeah, it makes for an unstoppable 1200 DPS death machine. If you see someone with quad, then if you think they have very low health (edit: or no decent weapons) and they haven't spotted you, kill them and take it. Otherwise, if you have the chance to escape by running, run.
Thanks to everyone that came out. Glad to hear that people enjoyed the rotation. I now need people to vote for their two favorite maps from tonight's rotation to keep for next week. If you want to PM me your votes to keep them secret, feel free to do so. I'll take votes up until Tuesday as I'll need time to relay the rotation to RSP. In the meantime, I'll be looking for new maps to add in next week. If anyone has any suggestions please feel free to speak up.
Thanks again to RSP for hosting. Aside from the weird stuttering during the first 30 seconds or so of that one match, the server worked out really well. I'm comfortable with using it each week as long as you're willing to continue hosting.
I just realized that I forgot to post an event for tonight in the Steam group. For anyone that missed tonight because of this, I apologize. I'll make sure that's changed for next week, but I think it's pretty well established by now that Tuesdays at 10:30PM are the default time and day for playing.
EDIT: Some news!
RSP is uploading the server to IdolNinja's dedicated server box. Yes, that means exactly what you're thinking...a dedicated, 24/7 Quake server for PA. I'll update the OP with the new IP and some handy console commands once the server is setup and confirmed stable, but needless to say this is extremely helpful for people that are interested in random pick-up games. Big thanks to both these guys for getting this setup for us.
RSP was also kind enough to give me the server recordings of tonight's matches. These are essentially video recordings (but not actual video files) of each match that you have to view within ezQuake. I don't know of an easy way to convert them to actual video, but fraps will probably be somewhat useful for this. So if you want to watch tonight's matches, and try to piece together some videos from them, head here to grab them. The whole zip is only about 10mb.
The dedicated PA Quake server is now live, tested, and ready for funtimes gibbing!
server: win.finalack.com
pass: [standard PA pass]
The server is up 24/7 so stop by anytime. I just got done playing a quick couple of games with Bullio and RSP and it seems to be working great. I'll also get a status page up so everyone can see at a glance if there's people on.
Thanks to RSP for working with me and getting everything configured!
well that was certainly an experience... i can see why quake 3 is the one that stuck around so long... i dont recall a lightning gun + quad eating 100% armor and hp in a single tick =/
on another note, i think a general "arena night" would be neat... swap the games up a bit, at least when quake gets kinda tiring... although there are only 3 arena games that come to my mind right off, various quakes, various unreals, and nexuiz
LG in QW is 30 damage, 10 times a second, and the quad is a real 4x damage, not the 3x damage "quad" like in Q3. So yeah, it makes for an unstoppable 1200 DPS death machine. If you see someone with quad, then if you think they have very low health (edit: or no decent weapons) and they haven't spotted you, kill them and take it. Otherwise, if you have the chance to escape by running, run.
yeah, i was talking to a friend about quad and how i thought quake 1's was actually a 4x damage multiplier, where in later games i thought they toned it down to 3 or even 2.5x.
as for maps... aerowalk is probably my favorite, just because ive played it in other quake games, and i love all the tele's.
i never did learn quakes map naming system though. i dont know the difference between the different dm's and so fourth.
I never remember the names of the CPMA ones I like. But 0.42 and 0.3 version of wdm3 are fantastic in warsow. As are 0.5 and prior versions of wdm5.
One of my favourite things about warsow has to be the level design.
Posts
Bunny hopping or strafe jumping? Because they're totally different things.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
This.
http://www.youtube.com/watch?v=v6jm9iGW2Co
I apparently don't have Darkplaces setup correctly to use QuakeWorld physics, because I was initially trying to do it with that and not getting any results. Switched to ezQuake and it worked as it was supposed to. I understand how to do stuff like strafe jumping and bunny hopping; just need to practice the shit out of all of that stuff before it gets ingrained into my muscle memory to the point where I can actually do it and aim/shoot and get results.
You may want to work with your sensitivity. Really low and really high sensitivity makes it harder to bunny hop (though low sensitivity can help with strafe jumping). The most important thing is that all your motions are as smooth as possible.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
My understanding has always been:
If the optimal (for acceleration) angle between current velocity and input direction is high enough that you use just a strafe key and wide turns, it's bunny hopping.
If said angle is low enough that you use both a strafe key and a forward/backward key, and use small arcing turns, it's strafe jumping.
I'm well aware that the two result from exactly the same bug with only the constants (accel and top speed) involved determining which one expresses itself. But I'm used to this terminology being used to distinguish the two in games that permit both. Admittedly I'm not old-school in the least - I got into this stuff with Urban Terror and then QL. So it very well might depend on 'how I was raised'.
http://www.youtube.com/watch?v=Uvq-BaQMs1s
Works pretty much the same way in cpma. You can air control, or you can strafe jump. You can gain speed, or you can turn. You don't get to do both.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
For what it's worth, CPMA bunnies and QW movement have a lot in common in terms of the constants involved, too. I don't want to clutter up the thread, hence the spoiler.
I recently implemented CPMA/Warsow-esque combined bunnies and strafejumps from scratch as part of a mod to a non-Quake-engine game. I ended up reading a lot of the movement related source to Q3, Warsow, and QW in the process, so that's my excuse for caring this much ;-) .
Is the game and ezquake basically all I need?
so... i have my attack button as mouse 1... but if i press mouse 2, it fires the shotgun, reguardless of the weapon i have out... also happens when i hit shift... is there a way to make this not happen? i dont have mouse2 bound to anything that i know of.
unbind shift
unbind mouse2
cfg_save
(Shift by default is a grenade spam bind in nQuake - when you press it it'll switch to the GL and start firing, and when you release it it'll stop and switch back to whatever weapon you were using previously. It's probably falling back on the shotgun when you don't have a GL. Mouse2 is probably something similar but I wouldn't know because I rebound it first thing.)
My only excuse is that I've played way too much Quake and can't stop thinking about it whenever I see an fps. It has ruined me.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
i've noticed that if im in game and i open up the menu, the mouse gets really hard to move around in the menu's... is that normal?
Don't have a voice chat venue set up. If someone wants to setup a Ventrilo server or something they're welcome to do so, but the necessity for one depends on how much value you place on trash talk.
I've noticed the mouse/menu thing as well. It seems to be unique to ezQuake and I'm not sure how to fix it.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
btw, does anyone play other quake games, mostly just with pa group? i had considered getting quake collection, but opted for just quake, since im sure i can find my quake 4 disc that has quake 2 on it, and i figured if quake 3 were any consideration quake live would be the game of choice, but then i remembered people talking about not liking QL all that much...
also, wtf is with the shotgun/SUPER shotgun, and the nailguns. why are there 2 versions of each? seems like they'd take the same ammo, and if you have the SUPER why use the normal?
is there a way to pipe bind weapons so i dont have to have each of the different shotguns on 2 separate keys?
QuakeLive is a good game, but it doesn't have the mods that Quake 3 has. I'd be happy to play most forms of Quake 3 and QuakeLive, provided my shitty wireless connection allows it. If we could get a decent sized game of 3w cctf going I would cry hot tears of pure joy.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
PA group has only played Quake so far. I wouldn't mind eventually branching into stuff like Q1 mods and Q2/mods, but the timing isn't right. Quake night is still new (tomorrow will be the second meeting), and I don't want to scare people off or shake things up too much until a solid foundation is set.
A few people here play QL, but not as a group. It's kind of like Q3A-lite: you don't get access to every map or mode as a free member or have the well of mods that Q3A has, but it plays just fine and will scratch that itch. I don't know what the split, if there is one, is like between Q3A and QL.
As for the weapons: super shotty does more damage at the cost of extra ammo consumed. Super nailgun does more damage but burns through ammo faster than the regular nailgun. They use the same ammo, and are simply options that expand your arsenal.
These very forums have a Ventrilo server that I think will suit us.
SSG has a much wider spread than SG, so there's a good reason to use the regular one for long range fighting. Not sure if there's ever a time to use the regular nailgun over the super nailgun.
You can pass multiple weapon numbers to the "weapon" command in binds to indicate a list of preferences in descending order. For example, will make 3 try to switch to the lightning gun, but in the absence of LG ammo it'll fall back on the super shotgun, then the regular shotgun and finally the axe. So "weapon 3 2" will switch to the best shotgun you have, and "weapon 5 4" will switch to the best nailgun you have.
i was actually curious about this myself. i've mapped a bit in unreal 2k4, and enjoyed it a lot. i got into it a bit late, but what i got to do was quite fun.
i would assume it has very similar mapping tools... no idea on the mods.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
http://www.youtube.com/watch?v=Xx07GYyGAHc
Quake starts in an hour about an hour 15 minutes.
(Warning, I don't actually know anything about Quake mapping. I made a box and loaded it up in Warsow once.)
And for anyone using that vid, it's actually info_player_deathmatch for ET. Could be different for other games, though.
on another note, i think a general "arena night" would be neat... swap the games up a bit, at least when quake gets kinda tiring... although there are only 3 arena games that come to my mind right off, various quakes, various unreals, and nexuiz
By the way, many thanks to our host.
LG in QW is 30 damage, 10 times a second, and the quad is a real 4x damage, not the 3x damage "quad" like in Q3. So yeah, it makes for an unstoppable 1200 DPS death machine. If you see someone with quad, then if you think they have very low health (edit: or no decent weapons) and they haven't spotted you, kill them and take it. Otherwise, if you have the chance to escape by running, run.
Thanks again to RSP for hosting. Aside from the weird stuttering during the first 30 seconds or so of that one match, the server worked out really well. I'm comfortable with using it each week as long as you're willing to continue hosting.
I just realized that I forgot to post an event for tonight in the Steam group. For anyone that missed tonight because of this, I apologize. I'll make sure that's changed for next week, but I think it's pretty well established by now that Tuesdays at 10:30PM are the default time and day for playing.
EDIT: Some news!
RSP is uploading the server to IdolNinja's dedicated server box. Yes, that means exactly what you're thinking...a dedicated, 24/7 Quake server for PA. I'll update the OP with the new IP and some handy console commands once the server is setup and confirmed stable, but needless to say this is extremely helpful for people that are interested in random pick-up games. Big thanks to both these guys for getting this setup for us.
RSP was also kind enough to give me the server recordings of tonight's matches. These are essentially video recordings (but not actual video files) of each match that you have to view within ezQuake. I don't know of an easy way to convert them to actual video, but fraps will probably be somewhat useful for this. So if you want to watch tonight's matches, and try to piece together some videos from them, head here to grab them. The whole zip is only about 10mb.
server: win.finalack.com
pass: [standard PA pass]
The server is up 24/7 so stop by anytime. I just got done playing a quick couple of games with Bullio and RSP and it seems to be working great. I'll also get a status page up so everyone can see at a glance if there's people on.
Thanks to RSP for working with me and getting everything configured!
http://steamcommunity.com/id/idolninja
yeah, i was talking to a friend about quad and how i thought quake 1's was actually a 4x damage multiplier, where in later games i thought they toned it down to 3 or even 2.5x.
as for maps... aerowalk is probably my favorite, just because ive played it in other quake games, and i love all the tele's.
i never did learn quakes map naming system though. i dont know the difference between the different dm's and so fourth.
I'd say Q2DM1 but that is mostly nostalgia.
I never remember the names of the CPMA ones I like. But 0.42 and 0.3 version of wdm3 are fantastic in warsow. As are 0.5 and prior versions of wdm5.
One of my favourite things about warsow has to be the level design.
I'll definitely try and join you guys next week or just whenever if you're playing.
Oh my god, bear is driving!
http://status.finalack.com/
Bullio, feel free to add link and pic to the OP.
http://steamcommunity.com/id/idolninja