Quakeworld Physics Captured in Quake3
Rooked_One writes "For people, that to this day, swear by the quakeworld physics where you could "bunnyhop" through huge maps in a matter of seconds, but were lured away by better graphics, your day has come. Fortress Evolution has been announced with a couple of groovy little movies to drool over until they have a release. Many of you will remember Quake Team Fortress, well, this mod for Quake3 is made by players primarily of Mega Team Fortress, which i'm sure some of you will remember in poor regards. But we won't get into that. What is needed to know is that you will be able to play QW in the quake3 engine."
there already is a simulation of quakeworld physics
it's called CPMA (challenge promode arena)
and i used to play it a lot. it's pretty fun. it's not 100% faithful, but it's super fast with insane air control.
Check out http://www.q3f.com This was done by the same group that went on to form Splashdamage, and make Enemey Territory (an awesome expansion to Wolfenstein multi-player, available for free) It's a faithful re-creation with a lot of excellent improvements. It even has a limited form of bunny-hopping... not that I think intentionally putting a bug back into a game is a great idea, but at least they did it in a controlled way...
Ah, the days of changing Quake physics.
One of the major things I focused on in new QuakeWorld releases was getting the physics to match the original NetQuake as close as possible. I pretty much succeeded in the later versions of Quakeworld. As people probably remember, QW's initial physics model was quite messed up compared to the original Quake. The bunny-hopping, ramp acceleration jumping and fast in-air decceleration were all features of the original Quake physics.
The idea of bringing QuakeWorld to match NetQuake physics was because those were what the original maps were built and designed with. It's also what players were acustomed to.
I wonder how many people remember my attempt to bring NetQuake physics to Quake2. Quake2's initial model was very simple. In my 3.15 Quake2 patch, I tired to add air decceleration and other features of Quake's physics to the engine (because players wanted them, hell I wanted them since I played the game all the damn time). I had to pull them out in 3.16 and restore the original Quake2 physics because of fears I may break the original maps that came with the game.
Quake3 was a mix of both physics models from the mind of Carmack. I think it was a good mix and felt pretty good. Probably should have fixed bunny hopping, however. I feel bunny-hopping was the worst thing to happen to Quake. Quake is about running and killing people, not bouncing everywhere.
/// Zoid.
You can bunnyhop just fine in Quake III Arena.
If you have Q3 and are looking for a good place to start, try the Promode demos from Daler (who is in France right now competing), krg (finland), or old-skool QW legend FienD. Warning though - watch one of these demos and your jaw may hit the floor, and you'll definitely be watching 10 more before you can stop.
And kudos to my Aussie bud Hoony, who has been sheperding this mod for 4 years now...
I see many posts by people that haven't played Quakeworld recently. They don't truely understand what players can do, physics wise, in Quakeworld deathmatch. They confuse bunnyhopping in Quakeworld with bunnying in Quake 3. They are two different beasts. Check out this post for more info
Let me make a few other recommendations for those who haven't played in a while, or to those that have never played this wonderful FPS game.
For Quake's first couple years of life, players enjoyed the game and basically learned a few physics tricks: rocket jumping, wall running, etc... but after roughly 3 years since its release, some new acrobatic tricks were discovered that completely changed how Quake is now played.
Quake has now become something that not only requires great aim and strategy, but also great acrobatic skill.
If you want a taste of what I am talking about, download the Frags Done Extreme and Def Dag Extreme videos. They suffer from an overuse of slow motion, but thats because most of these acrobatic tricks require such great speed, that they are hard to see in full speed. Also note, when watching these videos, that low gravity or other such things are not used. The people in the video are simply moving incredibly fast, and the video is played in incredibly slow motion.
So when the players look like they are flying, it is because they really know how to move, not because of low gravity.
Trust me, if you have ever played Quake, but not played in a long time, those videos will blow your mind! THATS REAL DEATHMATCH BABY!
For those that are interested in playing Quakeworld, note that it is opensource and runs on all of the major PC platforms, such as Windows and Linux. I recommend the FuhQuake client. Though the game engine is opensource, the art content such as levels, models, sounds, and textures are still copyrighted by Id Software.
So if you want to play, you will need to pay around $10 for a bargin bin copy of the game. Install it, and then install FuhQuake over it.
Finally, the question that I have is, if all you want is Quakeworld, then why not play Quakeworld? It is cheaper than Quake 3, opensource, and Quakeworld has lower system requirements.
People still play Chess after hundreds of years. The game gets better with time, as players learn new ways of playing. Should we give up Chess for newer shinier versions with better graphics and sound? Nah, just play the game if its fun. Stop wasting your money on more of the same.
http://www.economist.com/opinion/displayStory.cfm? story_id=1908281
Read it - you might learn something about your own country.
it's in my head
Make of these what you will.
click
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This one is quite interesting, too:
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There is plenty of other information available on the incidents mentioned above. As with anything on the web, it is merely a matter of deciding whose version to buy into. The info above probably warrants a grain of salt similar in size to anything you would see on CNN.