I think I remember at some point, id software wanted to remove strafe jumping from Q3 and there was a huge outcry. It's strange how the gaming community has changed. The concept is not tricky imo, or then I'm iq 200 superman (I doubt).Įdit: you could visualize this from the top down by adding the vector components as some kind of arrows, and how strafe jumping is just an intentionally bugged vector addition. Problems arise if people don't want to read or spend any time learning. The hardest part for me was to get the rhythm down. to move around corners, release forward key and only press the strafe to the direction you want to move towards while also moving your mouse to that direction now on every jump veer the mouse smoothly just a little to the side you're strafing and notice you get a little more speed each timeĥ. now instead of pressing just forward, alternate left and right strafe every other jump, while keeping forward pressedĤ. now jump so you never spend time on the floor either by releasing and holding your jump in the air before you land or timing it well on landingģ. If its completely not possible to make it small cylinder/sphere because of plasma climbing, then maybe it can be done only for player vs player collisions.ĭunno, the technique can be explained like this:Ģ. Most importantly it screws point blank aim very hard.
In source engine it just lags and predicts around the model and you can even pass thru it. Players vs player collisions get extremely annoying with big quake/source engine boxes, at high movement speeds even with 43 ping in QL I hit another guys collision box from 3m.
UE3 game RO2 with its no lagcompensation+client side reg feels real time, if server is good it never gets annoying and frustrating.Īnd no twitching/teleporting to few server positions back when you die, you should always die on client side. Most players will get annoyed and frustrated very fast with such netcode. "We're pretty happy" can turn out in some pissing off server side reg only "waste 1000 hours getting used to predicting where to shoot dodging enemy and still hit not as good" netcode. L4D2 made all new players suck hard with vsync on as default setting.
No option for vsync and ignoring driver prerender setting will help new players play better, for ex. Good gradual tutorials for movement, weapons, tactics and modes. I'll just leave some suggestions:īy default best graphical settings for enemy/surroundings visibility. We'll probably revisit it later, since it causes problems with things like plasma climbing, but for now there are a lot of bigger things to be working on. If you mean collision box (used to figure out of a players face hit a wall) then we're still using boxes (for now). If you mean hitboxes (used to figure out if a weapon hit a player) then we're using capsule shaped hitboxes - the hostile character has been designed to fit nicely in to that shape. I hope players have small bounding collision cylinders instead of huge boxes? We're pretty happy with how the current netcode is feeling, but it's still a little bit experimental so we won't be going in to specifics just yet. Not that, but exactly what is still uncertain. What kind of netcode will it have? Low tickrate huge pings + ton of interpolation with annoying lagcompensation like source engine?
It's been written that way from the very first line of code - that's why we're using our own engine and not someone else's. The plan is to have the usual competitive modes (1v1, TDM, CTF, DOM) but also casual modes like midair etc.Įngine is optimized for low latency in mind? Matchmaking is something we'll look at but probably not until after release. Cheaper than AAA titles! We'll have a donation box soon for pre-Kickstarter support and once on KS you can pledge what you please. Just did the Teleporter to Yellow Armor trick on Use and Abuse. Can't wait to see things like this in Reflex: There's a couple of things we're hoping to show before the end of the month. We're expecting to get Reflex on to It's a little early to jump on Greenlight but we'll let you know when we do. If it still plays well with the changes to Reflex's gameplay, we'll include it.
Do you have a plan to promote cpm1a for reflex?Ī: We'll definitely build and test it.
A competitive first person shooter that combines modern tech with the speed and precision of 90s shooters.