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OpenArena => General => Topic started by: geroi on June 08, 2008, 09:42:24 AM



Title: jumps
Post by: geroi on June 08, 2008, 09:42:24 AM
hello,

when i play tournament with Joki or Macko_PL_Oprych, so they have very long jumps. PLs write me cmd or something other for thats longer jumps, because it isn't fairplay.


Title: Re: jumps
Post by: sago007 on June 08, 2008, 09:50:41 AM
There are two tutorials I might recommend:
The basics: http://openarena.ws/board/index.php?topic=1690.0
Advanced jumping and stuff: http://openarena.ws/board/index.php?topic=1651.0

YOu can find a lot of information on Quake 3 jumping on the Internet. Open Arena uses the same physics as Quake 3 1.32b


Title: Re: jumps
Post by: geroi on June 08, 2008, 10:21:20 AM
ok thank u very much


Title: Re: jumps
Post by: Fitacus on June 08, 2008, 01:47:26 PM
newb whine :c


Title: Re: jumps
Post by: << ME >> on June 08, 2008, 02:02:12 PM
newb whine :c

??? easy there Mr. PRO, hes just confussed...


Title: Re: jumps
Post by: GrosBedo on June 13, 2008, 11:05:39 PM
newb whine :c

...
-> [exit]

@geroi:

It depends primarily on two factors: your number of FPS (best is 125, you have longer and higher jumps) and your trickjumping skills (you can have longer and higher jumps with these technics). Combining these two things can make you do pretty amazing stuff. Follow Sago's links, you will learn what you need.


Title: Re: jumps
Post by: fufinha on June 14, 2008, 03:02:25 AM
Yes, you should check fps by doing /cg_drawfps 1

I know how to make long jumps and stuff but I also had the exact same issues as you because my fps would not stay at 125, I was hopeless too, just falling like a rock at times.

There are servers which have physics enabled so that the server does the calculations, this gives you the best of both worlds. The options to make your graphics run at higher detail and also you don't need to be concerned of suddenly dropping to the ground.

I could have changed my config bit by bit to get a steady fps but it also varies with maps because some are very detailed and take up all your resources, yet the same server may be set at a map which can easily sustain 125 fps.

/r_detailTextures 0 - should be the one thing to try if your not getting steady fps, having this at 1 will try and grab the texture data twice therefore has a huge impatct on performance. This setting is more suitable for older versions of quake where the textures had room for more detail.  You will also get to know what servers work for you. Some people consider these things and spent a load of effort and time to make it fair for the majority. But it also takes time to do this because you have to consider that some people have high spec and other people don't.


Title: Re: jumps
Post by: fromhell on June 14, 2008, 09:55:46 AM
r_detailTextures doesn't 'grab the textures twice', it toggles a detail stage in the shader where defined, it has a tiled texture overlay on the texture with them. Unreal had this feature way back in 1998


Title: Re: jumps
Post by: fufinha on June 14, 2008, 11:04:26 AM
omg this guy does sooo not really need to know this! We have both indentified it as being significant where most other cvars have minimal effects. I knew my explanation was crap but your explanation just sounds the same to me, well as much as I care to know. I realise its more work if you have underlay fitted for carpet :D If there is an overlay area then maybe this is what suddenly breaks fps.  I notice it at certain areas usually.

I wanted to highlight the previous post that FPS *has* to be stable because I also played Joki on the same server and i wasn't having fun and I might end up trying to understand that guide and get nowhere :D If I managed 150 fps it drops to 110 at times i'd be setting my maxfps at 110.


Title: Re: jumps
Post by: Mr. Oho on June 14, 2008, 11:21:55 AM
I couldnt trickjump if my life depended on it but from what i hear 125 isnt the only "magic" value. 43 76 and 333 should work too but lower values have less effect. So maybe its worth experimenting with these values if you cant get stable 125fps.


Title: Re: jumps
Post by: GrosBedo on June 14, 2008, 11:56:48 AM
I couldnt trickjump if my life depended on it but from what i hear 125 isnt the only "magic" value. 43 76 and 333 should work too but lower values have less effect. So maybe its worth experimenting with these values if you cant get stable 125fps.

True. Use the higher and most stable value for you. Do not use any other if you want to have good physics. But you shouldn't use 333 FPS, it's forbidden on some servers. You can set fps with /com_maxfps xx


Title: Re: jumps
Post by: RAZ3R on July 01, 2008, 11:10:00 AM
125 fps is better than 333 anyway, 333 leads to erratic and unpredictable physics - the q3 engine just can't handle it properly. If you can't get a stable fps of 125 then the next best is 76. In the past people have also experimented with other fps's such as 142, where you will strafe slower but you fall much faster so better in certain maps - though more likley useful in defrag (if it wasn't considered cheating). On a lot of servers your fps won't really matter though so you just want a high, stable one so that the game is smoother. Ofcourse you could just switch to cpma with it's fixed fps-independant physics and be done with all of this =).


Title: Re: jumps
Post by: fufinha on July 01, 2008, 02:57:18 PM
Razer :D The CPU based 125 FPS rounding is not a product of CPMA. CPMA adopted the code, the same code is in many other mods.

cpu based calculations is the only thing which matters as far as I'm concerned. Noone has a disadvantage regardless of network performance. I guarantee that you could make a game look so incredible that you can't help look at all the detail and features. But  when optimum movement requires 125 fps and network dependant then you will get bored very quickly. Mods that use this code include : CPMA, OSP, NoGhost and ufreeze. There will surely be others but I could never understand why people talked about CPMA but if you played CPMA then notice the difference you may believe that this code originates from the mod. Since many people worked together on different mods (who may also have been responsible for the q3 development) it definately gets confusing :D


125 - apparently aligns height and distance perfectly
333 - apparently will gain extra height, which makes it more difficult to control to get the same length.

I read that somewhere but have not actually cared to be able to prove it as the likelyhood of doing the same jump out of 100 in my case is 0.

The difference for most people will likely be fractions :D


Title: Re: jumps
Post by: fufinha on July 01, 2008, 03:13:13 PM
ps. what servers are running cpma? Each time I've tried any I get a whole load of crap I need to download. I noticed something similar with OSP... the mod is 0.5mb yet you need to download all the rest of the stuff. That might be have been practical a number of years ago but not anymore. I can never find a server to connect to which will just let me play the mod with a map. I don't want to be dissapointed but I kind of imagine cpm physics from defrag on 125 cpu based code. I am still curious though, maybe there are many other things that hasn't already been featured in other mods.


Title: Re: jumps
Post by: zuma on July 02, 2008, 04:57:40 AM
you need all cpma maps in baseq1/oa directory and the 1 current mod pak in cpma dir. all can be found on www.challenge-tv.com


Title: Re: jumps
Post by: fufinha on July 02, 2008, 10:51:25 AM
This is what killed the q3 community.

Enhancements to improve the game = good thing.
Start arsing around with dependencies and entities = load of shite
defrag = exception [ultimate training tool]


Title: Re: jumps
Post by: HITMAN on July 02, 2008, 01:09:56 PM
Are you all done confusing the poor guy?


Besides, you guys are forgetting one important factor about FPS and gaming. If you want to have a high and stable FPS, having a high end video card will definately do the job. I just purchase pc with Nvidia GeForce 8800 video card. Work magnificantly!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! and an extra !!

:-)


Title: Re: jumps
Post by: fufinha on July 02, 2008, 03:11:12 PM
It's a very good question, because noone may never know the answer :D

He could be..

1) One of the best strafe jumpers around yet has a shitty video card OR cpu OR network.

2) Have the best hardware money can buy yet does not know strafe and config related stuff

I'm convinced these questions are not always by genuine people. Some people could post something like that for fun and start an endless discussion, I think it's evil :D If I was playing against someone and they were likely to bite if i asked an awkward question I could keep them busy explaining my stupid questions while I go learn a map and practice hehe. I think you could seriouslly make someones head explode by asking one question after another, because there will be delag, mods, hardware.. and lots of other stuff.

Yet such a simple question.

Hitman, I recorded a demo on a piece of shit and used the most insane settings I could think of so hardware doesnt matter if the game is  fair. I know Raz3er hates my posts but he often highlights very important things like the cpu based movement. It also gives you something else to consider. If hardware is so important then very few people wouldnt be interested at all. When I load revenga map it takes about 80 seconds for it to load.. i have a piece of crap. I still manage ok. I always use lightmap. Joki gave me some suggestions for maps and the game is almost done before they load. But the difference between a 3mb and 7mb map maybe be the single issue if someone can play or not. I love that bal map he also listed and that looks awesome and loads right away. It might give admins some reasons to consider default maps, people can always vote. If OA is going to work, it can be done in such a way that everyone will be happy, regardless of performance, peoples budget and skill. If I tried OA and the server contained some maps which dont work out for me. It would be my last visit :D I bet some people are thinking that was a missed oppertunity :D