to me bunnyhopping has always felt more like actually running in the game than +forward ever has. when you run for REAL (a funny idea for/.ers) you aren't almost perfectly level, just swaying side to side a little bit. the height changes of someone actually running much more closely resemble strafe jumping and bunnyhopping than the creeping along currently implemented. and for anyone who plays much quake 2 or 3 NOW, strafe jumping completely makes the game, just as much as the weapons and maps do.
as for making strafe jumping look cool/regular, all they have to do is make the maximum jump height waist - chest high and then sync up the player's feet so they run instead of hopping.. easy.
on another note strafe jumping makes the game more realistic in another way.. it's harder to shoot while strafe jumping, while just running regular makes no difference.
bleh, people look around in fps games because there are usually a number of different ways people could attack them. everyone who plays a lot knows the levels by heart anyway. and no one could ever use a fov of 180, or even anything close because it makes it soo much harder to aim. your target becomes half as large. a lot of people do use 100-115 though. also many people lower fov's to get better aim, at least in ut and ut2003 where you always hear people before you see them anyway. that tactic never became popular in quake.
no, framerate makes a difference for jump height. it has to do with rounding error accumulation. in quake 3 92, 120, 140, and 170 are around the best framerates. here's the post i ripped this from: http://www.quake3world.com/ubb/Archives/Archive-00 0001/HTML/20000822-3-015173.html
he posted the C++ program to read his heights.
with one of these new cards you could r_picmap the graphics down and get 400 fps, you could get around 300 with the geforce 3
to me bunnyhopping has always felt more like actually running in the game than +forward ever has. when you run for REAL (a funny idea for /.ers) you aren't almost perfectly level, just swaying side to side a little bit. the height changes of someone actually running much more closely resemble strafe jumping and bunnyhopping than the creeping along currently implemented. and for anyone who plays much quake 2 or 3 NOW, strafe jumping completely makes the game, just as much as the weapons and maps do.
as for making strafe jumping look cool/regular, all they have to do is make the maximum jump height waist - chest high and then sync up the player's feet so they run instead of hopping.. easy.
on another note strafe jumping makes the game more realistic in another way.. it's harder to shoot while strafe jumping, while just running regular makes no difference.
i would hate to be sitting in the international space station right now.
Does anyone know the username the RIAA used? Would it be possible to pre-emptively block them?
bleh, people look around in fps games because there are usually a number of different ways people could attack them. everyone who plays a lot knows the levels by heart anyway. and no one could ever use a fov of 180, or even anything close because it makes it soo much harder to aim. your target becomes half as large. a lot of people do use 100-115 though. also many people lower fov's to get better aim, at least in ut and ut2003 where you always hear people before you see them anyway. that tactic never became popular in quake.
this should be modded up, it's an important point
no, cause then they'd get slashdotted.
you think cs doesn't take strategy? so what if played from beta 3 - 1.1, you probably sucked.
iD software only has 17 employees, and only 2 work on the engine. that's almost small enough to be "independent", and look at them.
no, framerate makes a difference for jump height. it has to do with rounding error accumulation. in quake 3 92, 120, 140, and 170 are around the best framerates. here's the post i ripped this from: http://www.quake3world.com/ubb/Archives/Archive-00 0001/HTML/20000822-3-015173.html
he posted the C++ program to read his heights.
with one of these new cards you could r_picmap the graphics down and get 400 fps, you could get around 300 with the geforce 3
die?