I think what you want is for friction to not take effect immediately
when a player lands.  Save the time a player lands or gets a valid
ground entity.  Subtract this from the current time and multiply it by
a factor you want.  This will give the player a small period of time
they can jump again and not be slowed down after landing from a
previous jump.

On Sat, Nov 14, 2009 at 3:51 PM, Harry Jeffery
<[email protected]> wrote:
> That's what I've been doing. It's similar in some parts but completely
> different in others. My changes have made circle jumps entirely
> possible but sustaining and building speed is impossible. Lowering
> friction + removing speed clamps + tweaking accelerate values hasn't
> worked so far. I've tried porting more movement code with no effect.
>
> 2009/11/14 Tom Edwards <[email protected]>:
>> Why not take a look at the Quake 3 source code?
>>
>> Harry Jeffery wrote:
>>> Reducing friction didn't really work at all. Just made me slide all
>>> over the place.
>>>
>>> 2009/11/14 Matt Hoffman <[email protected]>:
>>>
>>>> Remove friction.
>>>>
>>>> On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery <
>>>> [email protected]> wrote:
>>>>
>>>>
>>>>> Has anyone here got any experience with the quake 3 movement physics?
>>>>> I'm trying to swap out the bhopping in source engine with strafe
>>>>> jumping from the quake series but the two codebases deviate quite a
>>>>> lot.
>>>>>
>>>>> I've tried adding checks here and there, removing all speed clamps,
>>>>> changing gravity, changing movement vars etc. but nothing I do gets me
>>>>> anywhere near the desired result.
>>>>>
>>>>> So, could anyone here help me out with this problem?
>>>>>
>>>>>
>>>>> Cheers,
>>>>>
>>>>>
>>>>> Harry
>>>>>
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