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Strafe jumping not working in ProQuake

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  • Strafe jumping not working in ProQuake

    Strafe jumping..
    Running straight, then jumping and strafing in a direction while in the air and turning the mouse to change your vector while still in the air..

    This used to work for me for all versions of proquake until TV and I played some travail.. then I don't know what happened, but all of a sudden strafe jumping became broken.

    Now, I basically have to turn 90 degrees while strafe jumping to have even a minor effect on my vector.

    I thought that perhaps my KB/mouse was broken and wasn't able to process all the key inputs at the same time, thus breaking the strafe jump, so I bought a new KB.. still broken.

    Then I tried darkplaces for fun for some coop and realized I could strafe jump just like I used to be able to.. full vector control easily while in the air.

    I reinstalled quake using a clean install/dir, deleted all configs, and I just can't get proquake strafe jump to work right. 3.99 and 4.0 tested.

    It really throws off my DM game as now all my distant jumps I make I must make sure i'm lined up straight cause I know once I jump up, my vector is pretty much set.

    Any ideas?

  • #2
    hahah

    ***nus.... Let me get the right.. u turn your mouse while in air, and expect that to turn your quake guy? I could be mistaken the whole fucking question but u need to hit ur forward, back, left, right key's to change the way your quake guy moves in the air..So say u jump across to get quad and u start ur jump to far out and u need to swing it left,,,, i would hold down +moveleft....

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    • #3
      My bad...

      [QUOTE=krix;61597]***nus.... Let me get the right..


      Let me get THIS right..

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      • #4
        practice rl aim and shaft first

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        • #5
          Pensu'd

          ***nus.. Have u ever been PENSU"D?

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          • #6
            Originally posted by krix View Post
            My Master.... Let me get the right.. u turn your mouse while in air, and expect that to turn your quake guy? I could be mistaken the whole fucking question but u need to hit ur forward, back, left, right key's to change the way your quake guy moves in the air..So say u jump across to get quad and u start ur jump to far out and u need to swing it left,,,, i would hold down +moveleft....
            Yes, +moveleft, but you also must turn to the left as well with the mouse to actually arc to the left while mid-air. +moveleft is simply not enough.

            using -dinput, in dark places, the SAME config I'm using for proquake works just fine in darkplaces, I can strafe jump and jump around pillars on dm3 easily. Using proquake, I cannot.

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            • #7
              hahah ;p

              Yes i mean master magnus.. Hrm.. Yes, you are correct u do need to turn mouse and guide it to where u want to turn. If u can do it in 1 client and not the other, that is simply outta my league ;p... I use everything default. exec all my krix exe's and play ;p

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              • #8
                cl_sidespeed 400 (make that all directions)

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                • #9
                  cl_sidespeed was 350,
                  forward and back were both 400.

                  Setting it to 400 didn't fix it.

                  Thanks for the tip though!

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                  • #10
                    Rolf @ this

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                    • #11
                      For once I agree with you maas.
                      Rolf @ this

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                      • #12
                        Originally posted by Magnus View Post
                        Then I tried darkplaces for fun for some coop and realized I could strafe jump just like I used to be able to.. full vector control easily while in the air.
                        DarkPlaces by default is using different physics in single player than regular Quake. You can jump to places you shouldn't be able to jump, etc.

                        Connected to a NetQuake server, DarkPlaces is just a client like any other NQ client and all physics are on the server.

                        So is this offline (not connect to a server) or online behavior (connected to a server) that is different?

                        Originally posted by Magnus View Post
                        I played some travail.. then I don't know what happened, but all of a sudden strafe jumping became broken.
                        From the looks of this, I'd say it is offline behavior because DarkPlaces uses different physics.
                        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                        • #13
                          Yes, +moveleft, but you also must turn to the left as well with the mouse to actually arc to the left while mid-air. +moveleft is simply not enough.
                          I just skimmed this thread, but mag is correct. if you jump you need to hold +moveleft or +moveright and turn your mouse into your turn vector, ie AIRSTRAFING though less people in this thread actually play CTF where this technique is prolific.
                          Last edited by R00k; 12-14-2009, 09:42 PM.
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                          • #14
                            Thank you both for the replies.

                            The results are the same in single player vs connected to speaknow. In dark places I can run and strafe jump all over the place. With proquake, as soon as I leave the ground my vector is pretty static.

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                            • #15
                              Rook,

                              Setting cl_sidespeed 800 seems to have fixed it. With it at 400, it just seems broken, not like it used to.

                              This is what I use in my config, and haven't modified it in so many years.. Again, this USED to work just fine in proquake 3.99 and 4.0:

                              auxlook "1"
                              joybuttons "4"
                              m_pitch "0.022"
                              m_yaw "0.022"
                              sensitivity "5"
                              lookstrafe "0"
                              lookspring "0"
                              cl_backspeed "400"
                              cl_forwardspeed "400"
                              bgmvolume "1"
                              volume "0.7"
                              viewsize "100"
                              vid_nopageflip "0"
                              gamma "0.500000"
                              crosshair "1"

                              scr_conspeed 32700

                              m_filter 1
                              sv_aim 2
                              d_mipcap 0
                              v_kicktime 0
                              cl_bob 0
                              cl_rollangle 0
                              r_waterwarp 0

                              r_novis 1
                              r_wateralpha 0.6
                              r_mirroralpha 0.3

                              vid_vsync 0
                              pq_drawfps 1
                              pq_maxfps 200

                              Any ideas on why I now need cl_sidespeed 800 to fix this?

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