Announcement

Collapse
No announcement yet.

Quake vs QuakeWorld

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Mr.Burns
    replied
    [Monty gently nudges spike in the ribs urging him in the direction of Baker and R00k]

    Leave a comment:


  • Syluxguy28O3
    replied
    yeah, i saw this feature while watching a vid of dp coop. it would be awesome to have this ported.

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by Vsevolod View Post
    Yes in QW almost every server auto-record the game.
    You can after the match/FFA/duel download them true console and view them from all povs like it's a live game your watching.

    I think it would be a nice feature to add on NQ servers !
    Your right that would be a nice feature,so long as there is a WWW location to be able to browse recent matches , and each server had its own spot like

    CTF ,CAx, TDM, RuneQuake, etc.

    Leave a comment:


  • Vsevolod
    replied
    Originally posted by Mindf!3ldzX View Post
    you mean the server records demo's? or something?
    Yes in QW almost every server auto-record the game.
    You can after the match/FFA/duel download them true console and view them from all povs like it's a live game your watching.

    I think it would be a nice feature to add on NQ servers !
    Last edited by Vsevolod; 10-21-2012, 05:09 PM.

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by Vsevolod View Post
    QW and NQ , I think both have some good things.

    Been testing NQ for a week now and I must say that I like it alot.
    I Played QW from 1997-1998 till now.

    -NQ's rockets are smoother in game. ( I like that)
    -QW is easyer to move and aim.
    -NQ people chat on servers
    -QW got server recording.
    you mean the server records demo's? or something?

    Leave a comment:


  • Vsevolod
    replied
    QW and NQ , I think both have some good things.

    I use for NQ client glpro491.exe ,for QW client Fodquake.
    I just love that they do look alot alike.

    Been testing NQ for a week now and I must say that I like it alot.
    I Played QW from 1997-1998 till now.

    -NQ's rockets are smoother in game. ( I like that)
    -QW is easyer to move and aim.
    -NQ people chat on servers
    -QW got server recording.

    Leave a comment:


  • Mindf!3ldzX
    replied
    Bunny hopping imo is a nice feature, but I am pretty sure some people would complain if it was attached to say, CAx. I would really dig that ability

    I have a near perfected horizontal RJ to gain the monentum,now imagine being able to maintain that speed going from BackHall to say, Quad Rotunda.... I could cover a insane amount of distance in a short time

    Leave a comment:


  • R00k
    replied
    Ya in QW, u dont have to hold the forward button, just a strafe key and jump. Your speed will increase all the way up to max velocity (1000), in NQ this doesnt work, even at ticrate 0. QuakeC can increase your speed when jumping but that's mod dependent.

    Leave a comment:


  • Mindf!3ldzX
    replied
    Originally posted by PapaSmurf View Post
    But, this is not true. You can sustain your speed in netquake single player (ticrate=0). It might be more difficult to pull off because it sounds like you have to press forward at the right time to maintain or even increase your speed, whereas in qw you do not. I am not an expert on bunny hopping, so I may be wrong.

    I seem to recall vis (Brian) showing me a map where one could practice their bunny hopping in netquake. It was a large circular map with wind tunnels that would give you your initial acceleration, then when you landed on the "track" you would need to bunny hop to maintain your speed. I seem to recall that vis was able to maintain his high speed.
    Okay thats where your getting mixed up, you're seeing two different definitions of BUNNY HOPPING.... ?let me make this abundant info


    In QuakeWorld you can accelerate using STRAFE & Jumping.
    This shit you're calling bunny hopping in NetQuake is close but not a cigar, and REQUIRES you get your speed from somewhere AND you must maintain that speed.


    In Quakeworld that is not the case ,a good bunny hopper continues to gain momentum,and continues to gain momentum,and continues to gain monentum,and cont....... you're getting the idea.



    [ame=http://www.youtube.com/watch?v=nPtDtPz5m-A]The Speed of Quakeworld - YouTube[/ame]

    Leave a comment:


  • PapaSmurf
    replied
    Originally posted by Mindf!3ldzX View Post
    PapaSmurf, in QuakeWorld the ability to bunny hop (CTF players do this all the time,with speed assistance from Morning star!)

    Quakeworld = No "limit" to your Bunny Hopping speed,SUSTAINABLE speed.
    NetQuake = LIMITED Bunny Hopping speed,UNSUSTAINABLE speed.
    But, this is not true. You can sustain your speed in netquake single player (ticrate=0). It might be more difficult to pull off because it sounds like you have to press forward at the right time to maintain or even increase your speed, whereas in qw you do not. I am not an expert on bunny hopping, so I may be wrong.

    I seem to recall vis (Brian) showing me a map where one could practice their bunny hopping in netquake. It was a large circular map with wind tunnels that would give you your initial acceleration, then when you landed on the "track" you would need to bunny hop to maintain your speed. I seem to recall that vis was able to maintain his high speed.

    Leave a comment:


  • Mindf!3ldzX
    replied
    PapaSmurf, in QuakeWorld the ability to bunny hop (CTF players do this all the time,with speed assistance from Morning star!)

    Quakeworld = No "limit" to your Bunny Hopping speed,SUSTAINABLE speed.
    NetQuake = LIMITED Bunny Hopping speed,UNSUSTAINABLE speed.

    [ame=http://www.youtube.com/watch?v=v6jm9iGW2Co]Quake 1: Guide to bunny jump - YouTube[/ame]

    I would like to point this out ; With the voice of Phil, and the trick jumping skills of Zalon. = Winning

    Leave a comment:


  • leopold
    replied
    Originally posted by PapaSmurf View Post
    I'm not sure what that means, but I do know that in both single player nq and qw you can fairly easily accelerate simply by bunny hopping. Look at the quake done quick guys, they seem to the stuff that i see in qw.

    Isn't qw simply nq with a ticrate setting of 0?
    QuakeWorld.nu - QW physics vs NQ physics: everything you ever wanted to know

    Most differences betweeen NQ and QW are mentioned there (and often explained).

    Leave a comment:


  • PapaSmurf
    replied
    I'm not sure what that means, but I do know that in both single player nq and qw you can fairly easily accelerate simply by bunny hopping. Look at the quake done quick guys, they seem to the stuff that i see in qw.

    Isn't qw simply nq with a ticrate setting of 0?

    Leave a comment:


  • Baker
    replied
    Originally posted by PapaSmurf View Post
    I always thought that qw physics was very similar to nq single player physics. Baker told me this is not the case. What are the differences? The rocket jumping seems to be pretty similar with both, and you can bunny hop like mad on both.
    If you do it right, with Quakeworld you don't really have any friction. Quakeworld misses the single frame of friction when you touch the ground if you jump again.

    As a result, if you continually bunny you don't have a counterweight to speed increases.

    Leave a comment:


  • PapaSmurf
    replied
    I always thought that qw physics was very similar to nq single player physics. Baker told me this is not the case. What are the differences? The rocket jumping seems to be pretty similar with both, and you can bunny hop like mad on both.

    Leave a comment:

Working...
X