double check your cl_anglespeedkey value ( 1.5 is default)
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Strafe jumping not working in ProQuake
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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.
In any case this is not the same as single player mode, hence the server ticrate comes into play here, which affects the physics.. lower the ticrate -> server sends more updates to client -> physics have less time to apply -> friction won't slow you down as much as on default .05 ticrate -> bunny-hopping and acceleration/air-strafing is closer to the single player "feel"
Sys_ticrate .015 or even lower works pretty good (that's what most, if not all European servers are on).
I'm not entirely sure that this is the issue, but it makes sense to me
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Originally posted by Magnus View PostThank 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.
Don't worry about Kirx and Wolf they have marriage counseling on Tuesdays,so don't take the bullshit personal,its just a lovers quarrelWant to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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To newbies darkplaces' behaviour is pretty strange I gotta admit. When I built my map I tested it with DP first. The other spirit then noted that some jumps aren't possible in NQ and thought the map was for QW. I tried in ProQuake and the jumps didn't work.
I then concluded: Ok, DP must be a QW client.dfsp*spirit
my FPS maps
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