QuakeLive Insta Config v1.8
$pmove_accurate = 1;
does it, he still able to jump there, but harder to do.
We changed pmove_accurate to 0 for a map, T2 then the jump is again possible and air-time is higher, faster.
EDIT: Made the pmove_accurate permanent 0, to maintain the same movement the players are used too, we are still BETA-testing right ?
EDIT2: xp_slithery set to 0 as in back to 1.7 no slide.
I guess the change of xp_physics
is causing this:
1.7:
$xp_physics = PHYSICS_QUAKE_LIVE | PHYSICS_AIR_STEPS | PHYSICS_STEP_JUMPS | ($pmove_rampjump != 0 ? PHYSICS_DOUBLE_JUMPS : 0);
1.8:
$xp_physics = PHYSICS_QUAKE_LIVE | PHYSICS_AIR_STEPS | PHYSICS_STEP_JUMPS;
Thanks a bunch!
wrote:thomasyea wrote:sad to see how people can have so narrow view of things.Well said!
Yes True!
F1!
My opinion ;p
Isnt it a bit ridicilous to make a ql cfg in e+? i think players just can go to QL for this cfg, this is e+ it should have it own cfg.
That cost money in QL if you want play QLinsta. Here you can play for free.
Edit: This 1.8 version is not good. (SRY Asphyx) Only 2 thing is better as in 1.7. Strafe is easyer in air and this no tele thaw.
wrote:Edit: This 1.8 version is not good. (SRY Asphyx) Only 2 thing is better as in 1.7. Strafe is easyer in air and this no tele thaw.
whats the Prob Beki?
For me everything is okey, it's similar to ql cfg. good one
screenshot,, demo please!from both versions in the same situation, because i didnt touched heavy the movement
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