User Activity

  • Modified a comment on discussion Help on QuakeSpasm

    Just noticed that sv_altnoclip 0 isn't working so great. When I'm looking straight down and push forward I go horizontally forward just fine. However, if I do that and press down or up suddenly my horizontally forward speed goes way down. I noticed that Hammer of Thyrion Hexen 2 source port has the same problem, which also adopted it from Fitzquake. Just noticed something else: if you noclip out of water/lava/slime your upspeed is slow (even when out of the water) however if you noclip while in air...

  • Modified a comment on discussion Help on QuakeSpasm

    Just noticed that sv_altnoclip 0 isn't working so great. When I'm looking straight down and push forward I go horizontally forward just fine. However, if I do that and press down or up suddenly my horizontally forward speed goes way down. I noticed that Hammer of Thyrion Hexen 2 source port has the same problem, which also adopted it from Fitzquake.

  • Modified a comment on discussion Help on QuakeSpasm

    Just noticed that sv_altnoclip 0 isn't working so great. When I'm looking straight down and push forward I go horizontally forward just fine. However, if I do that and press down or up suddenly my horizontally forward speed goes way down. I noticed that Hammer of Thyrion Hexen 2 source port has the same problem.

  • Posted a comment on discussion Help on QuakeSpasm

    Just noticed that sv_altnoclip 0 isn't working so great. When I'm looking straight down and push forward I go horizontally forward just fine. However, if I do that and press down or up suddenly my horizontally forward speed goes way down.

  • Posted a comment on discussion Help on QuakeSpasm

    New Quakespasm presents a warning," host_maxfps above 72 breaks physics". Can't stand the stuttering movement at host_maxfps 72, maybe I'll try 160 so the blue key in e3m2 will fall fast enough. There's gotta be a way to make physics framerate independent, at least the gravity physics which is causing problems.

  • Posted a comment on discussion Help on QuakeSpasm

    Wall friction is driving me up a wall, pun intended! I don't know how the wall friction was in the original Quake, but it would be nice to alter it, I want to be able to quickly slide along walls without having it hold me up. Been playing GZDoom, having similar wall friction to that would be nice.

  • Modified a comment on discussion Help on QuakeSpasm

    I don't think it has anything to do with that. However 1000 is evenly diviible by both of those numbers. I'd sure like to see the physics ran at 1000hz and mouse input polled at 1000hz so motion is very smooth. Even if only seen at 60hz the locations that are seen are located along very smooth curves.

  • Posted a comment on discussion Help on QuakeSpasm

    I don't think it has anything to do with that. However 1000 is evenly diviible by both of those numbers.

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smoothshoes
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2011-06-28 23:12:42

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