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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."

13 of 258 comments (clear)

  1. I made by poopdik · · Score: 5, Funny

    I made an operation iraqi freedom mod for quake 3. Jessica Lynch gets stabbed and shot, but then still manages to fight on. Your job is to finish her off!

    1. Re:I made by Anonymous Coward · · Score: 5, Funny

      Dude! You can't make fun of a national hero like that. Without her.... uh.. what'd she do again?

    2. Re:I made by Pxtl · · Score: 4, Insightful

      You know what I think the problem is - not enough people have disconnected the individuals and the administration responsible. Yeah, it'd suck to be her. But we make fun of the media circus, the manipulative government through her.

      The whole situation was the literal real world life-imitates-art adaptation of the film Wag the Dog (except she didn't rape a nun). The hospital was deep in friendly territory, with hospital staff treating her better then their own patients because they _knew_ who was in control and wanted to be on the right side.

      Instead of picking her up carefully and peacefully like they had every opportunity to, the US endangered her life by using a commando raid (full of commandoes who probably didn't even know where they were) to fish her out.

      What would have happened if the rescue raid had gone wrong? Whose fault would it have been? Who would have been blamed? And what would have been thought of those who complained? This is the thought-power of the current administration.

      Yeah, sucks to be her. But we're tired of being fucked with. Its not personal for us about her - I think the average American has every right to send her a "Get Well Soon" card and crack jokes and bitch at the same time, the same way they should have about other national tragedies. It is a multi-faceted view of the situation that keeps us sane, and keeps us responsible. To submit to seeing a problem only one way is to be a sheep.

  2. For some reason... by craenor · · Score: 4, Funny

    Mentioning Physics and Quake just gave me a mental image of Postal Workers on Segway's, riding around with Machine Guns shooting at each other.

    Err...for a game of course!

    1. Re:For some reason... by Jardine · · Score: 4, Funny

      No wonder the Mighty Stephen Hawking is a fucking Quake master. It's the physics!

  3. hurray for vapourware ! by Anonymous Coward · · Score: 4, Insightful


    a couple of groovy little movies to drool over until they have a release.

    this counts as news ? a few renderings does not a game make

    if you want mods for Quake see fileplanet for mods you can actually download, not some kids dreams

  4. Ever heard of Promode, for Quake3? by Anonymous Coward · · Score: 5, Interesting

    It has better-than-QW physics, complete with bunnyhopping, doublejumping, and MANY, MANY more tweaks and gameplay improvements.
    By far the most skilled form of FPS gaming available to date. Quite a nice competitive community.

    Promode for Q3.

  5. actually by bongobongo · · Score: 5, Informative

    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.

  6. THANK THE LORD by SirSlud · · Score: 4, Interesting

    For me, it's not whether either game is 'better'. Lets not squabble about which game has better game play.

    I am excited cause I started gaming with qw team fortress, and I'll be damned if moments of team fortress wern't downright euphoric. Q3 Rocket Arena is fun enough for me to play daily (I know, its sad), but if this mod delivers as promised, holy mother of god thank the lord, etc. You just can't replace the games you cut your teeth on.

    And to meet my /. quota of nerdiness, I imagine 20% of the reason I failed out of university was this game. (The other 80% was just how much I hated elec engineering.)

    --
    "Old man yells at systemd"
  7. Bunny Hopping - Maybe not so great by Anonymous Coward · · Score: 5, Insightful

    I'm not sure keeping bunnyhopping would be such a great idea. I remember playing tf before bunnyhopping became the norm and it was really fun. Various classes working together was required to win a match.

    When the source was released cheating became prevalent. Lots of people left the game in search of newer, better games without the various cheaters. Bunnyhopping became a big thing and extended the life of the game. It was a new tactice and made the game interesting again.

    The problem is bhopping messed up the class balance completely. Any class could run as fast as scouts. A HWGuy running faster than a medic defeats the purpose of having different movement speeds.

  8. Quake Physics by Zoid · · Score: 4, Informative

    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.
  9. not really by Jagasian · · Score: 4, Interesting

    Ok, there is a difference between what a Quakeworld person means by "bunnyhopping" and what a Quake 3 player means.

    In Quakeworld, people use the term "bunnyhopping", when in fact they are referring to an acrobatic trick known as accel running. Basically it combines two physics bugs as follows:

    Accel running = BunnyHopping + StrafeTurning

    Bunnyhopping in Quakeworld doesn't give you any extra speed. It just allows you to move without friction. So if you do a horizontal rocket jump and then repeatidly bunnyhop, you will keep the full speed of the horizontal rocket jump as you run.

    Strafe turning is something that is done while you are in the air. For example, you can hold left strafe while at the same time you smoothly turn your view to the left. This causes your movement speed to increase, even past the server max speed of 320 units per second.

    So accel running combines both. Bunnyhopping to keep speed and strafe turning to gain speed. An accel runner often starts a run off by using a horizontal rocket jump to knock their speed up to around 700 (remember, 320 is the normal max running speed). Then they bunnyhop and between hops, when in the air, they alternate strafe turns with jumps inbetween, left, jump, right, jump, etc...

    It takes lots of skill to do correctly, unlike Quake2 and Quake3 bunnyhopping. However, the benefit is that there is no theoretical limit to your speed. If you are good enough, you can move faster than the fastest projectiles in the game. You can out run rockets and bullets. Kind of like the agents in The Matrix.

    The drawback is that you make allot of noise when doing it. In the other Quakes, you make noise no matter what, when you run, but in Quakeworld you can run at full speed without making a noise. Accel running, however, makes a hell of a lot of noise, so you lose the stealth advantage. So players don't always use it. Its just another skill used in deathmatch.

  10. A post by someone who still plays QW. by Jagasian · · Score: 4, Informative

    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.