[hlcoders] Quake Style Movement

2009-11-14 Thread Harry Jeffery
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,

Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Matt Hoffman
Remove friction. On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery harry101jeff...@googlemail.com 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

Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Harry Jeffery
Reducing friction didn't really work at all. Just made me slide all over the place. 2009/11/14 Matt Hoffman lord.matt.hoff...@gmail.com: Remove friction. On Sat, Nov 14, 2009 at 10:45 AM, Harry Jeffery harry101jeff...@googlemail.com wrote: Has anyone here got any experience with the quake

Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Harry Jeffery
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

Re: [hlcoders] Quake Style Movement

2009-11-14 Thread Justin Krenz
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