Excessive Plus v2.2b
Kid, do you want teamplay or do you want that everyone plays for himself?
seta xp_corpsetime "0"
seta xp_corpse "7"
The original cmd is
cg_deadBodyFilter "1"
and doesnt seem to work anymore!
i do want teamPlay,
and i think, that new "intermission"-behaviour is bad,
coz if the scoreboard is displayed (after u got killed/frozen),
u cannot see the teamOverlay anymore! it hinders!
@e+Team:
whats the function of the loose crossHair,
when u activate the scoreboard?
It was always fixed! why is it loose now?
kid I dont get your problem, stuff works fine if you configure it right.
ps: crosshair in scoreboard is for clicking on... players?
edit: btw, if you want teamplay, not shooting a teammate is a teamplay skill too.
hes serious?
roflmao. He is just a kid, forgive him xD
I have trouble to understand you but try this:
seta xp_drawMouse "0" seta xp_corpse "4"
He will just say that they are not the "original" commands and won't bother in trying them. Already suggested the xp_corpse before for his deadbodies problem and now you suggesting him the xp_drawmouse for his other problem. Is he going to check it this time? God knows.
Some of the outstanding new features might be the Quake Live physics including the cylindric hitbox, a brand new anti-cheat system to catch most of the annoying aim bots and auto-shoot hacks, the advanced callvote configuration giving server admins absolute control over their servers and the frame-rate independent physics to make the game generally more fair, especially to those with less powerful hardware/computer.
Great job! The AC, advanced callvote and the possibility to use advanced scripting capabilities everywhere are just GREAT! That's the thing I really missed in the last release. Now, creativity can be fully unleashed!
About the frame-rate independent physics, I could not find a concrete reference to the cvar controlling this, but I've found a new cvar called pmove_accurate, so I guess this is the one. While it works well, it does not really simulate the exact 125 Hz, it shortly misses, but it's not doing it exactly right.
Is there a parameter I've missed that could tweak the behaviour of pmove_accurate?
I also found this other thread, but I don't know if it's really related to this feature:http://www.excessiveplus.net/forums/thread/netcode-and-other-questions
What kind of misses are you talking about? It's not identical to pmove_fixed, hence the reason a lot of the pmove_fixed glitches are not present in pmove_accurate. I imagine the error curve is not identical over a small data set, but similar when viewed as error sums over short periods.
Also, I have no idea what kind of algorithm XP uses for its pmove_accurate, so there could be further deviation.
Honestly, it's been quite a long time since I was in Q3 mod code. I also have no idea which is the most recent version of my mod (I nevered use version control on it, like an idiot). Basically the pmove_accurate code (haste's) takes a fixed error for x y and z and applies it on each Pmove(). The only problem with it was the z axis stuff still produced inconsistent results at different FPS. So I tweaked it by adding frame rate dependent (i.e. different z error for the current framerate) z axis errors.
Edit: Are you sure the mod has pmove_accurate? If you have a config with a variable defined, it will show up in the console regardless of whether it's the mod.
@fourier: yes I'm pretty sure it was enabled, I tweaked it on and off manually to see the differences with pmove_fixed and with standard framerate-dependent physics.
What I mean when I say that it misses a little the perfect goal is that some tricks and jumps that you can do with framerate-dependent physics and 125 fps are not possible with pmove_accurate. I don't really know to which extent, but I use as a good test the OpenArena standard map ps37ctf: you can only jump over the edges on the bridge with 125 fps, there's no other way (but 333 fps of course), and with pmove_accurate it's not possible. The jump is almost the required height, but not exactly, it misses maybe one or two units.
Maybe there are some other tricks that are impossible with pmove_accurate. I didn't test OBs, but this is something that should be watched out for.
Most of defrag tricks and maps were designed for 125 fps. I know this is not the goal of this mod to use it for tricks, but now most of the experienced players use these tricks in other gamemods, and stripping away the possibility to use these tricks would modify a lot the gameplay.
Unfortunately that's why I'm not going to use pmove_accurate for now. I hope this will be fixed.
On the matter, OA integrates a similar framerate-independent and error-free physics since v0.8.5 and called pmove_float. It has similar problems (even more because it was designed for physics with 85 fps), but with 0.8.8 there should be a new variable called g_gravityModifier that should allows to change the default gravity of maps, allowing to have a simulation of 125 fps physics for everyone.
The code is opensource, maybe it can save time in enhancing pmove_accurate?