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Post by Nochthitus on Feb 4, 2019 5:17:25 GMT -5
why do the jump and crouch keys not work simultaneously like in vanilla Q2? when jumping you should also be able to crouch , with KMquake 2 this is no longer possible. is there a fix? or a simple console binding trick I don't know about?
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Post by knightmare on Feb 4, 2019 15:33:47 GMT -5
I'm afraid you're mistaken. Vanilla Q2 has never had the ability to duck while jumping, and I didn't modify the pmove code for ducking (qcommon/pmove.c->PM_CheckDuck(), which directly sets the player bbox size) in KMQuake2.
Perhaps you're confusing a common modded engine like R1Q2 or Q2Pro for true vanilla Q2?
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Post by Nochthitus on Feb 4, 2019 16:20:53 GMT -5
I'm afraid you're mistaken. Vanilla Q2 has never had the ability to duck while jumping, and I didn't modify the pmove code for ducking (qcommon/pmove.c->PM_CheckDuck(), which directly sets the player bbox size) in KMQuake2. Perhaps you're confusing a common modded engine like R1Q2 or Q2Pro for true vanilla Q2? No it's definitely vanilla Q2, I have one of the original jewel case releases from 1997 (the only reason I looked into a mod/port version was that my laptop can't run the OpenGL video mode for some reason). first noticed in level "ammo depot" (very early on) in the area where you extend the bridge and run into the first berserker, if you drop down to the lower level there are a load of crates that you can only jump onto by jumping and crouching (which I've done many times). it also works on the steam version of the game, but the KMQuake2 doesn't allow the two actions simultaneously.
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Post by Nochthitus on Feb 4, 2019 16:25:33 GMT -5
I'm afraid you're mistaken. Vanilla Q2 has never had the ability to duck while jumping, and I didn't modify the pmove code for ducking (qcommon/pmove.c->PM_CheckDuck(), which directly sets the player bbox size) in KMQuake2. Perhaps you're confusing a common modded engine like R1Q2 or Q2Pro for true vanilla Q2? No it's definitely vanilla Q2, I have one of the original jewel case releases from 1997 (the only reason I looked into a mod/port version was that my laptop can't run the OpenGL video mode for some reason). first noticed in level "ammo depot" (very early on) in the area where you extend the bridge and run into the first berserker, if you drop down to the lower level there are a load of crates that you can only jump onto by jumping and crouching (which I've done many times). it also works on the steam version of the game, but the KMQuake2 doesn't allow the two actions simultaneously. minor correction; it's not a duck-jump per se (as in Half-life style) it's more that you can crouch after a jump while you're mid-air, which allows you to access ledges as previously described. I've just tried it on standard Q2
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Post by knightmare on Feb 4, 2019 18:04:16 GMT -5
Thanks for telling me on what map this happens. Getting on top of those crates is actually an exploit of an accumulated roundoff glitch in Q2's original synchronous client network code. This glitch happens when the fps cap (cl_maxfps) is set to at least 100, when its default is 90. Setting it higher than 100 fps can actually cause movement glitches.
Notice that you can only jump on the first 2 levels of crates there, but not onto the third level of crates that are even with the extending bridge-level floor above, or the ones stacked on the bridge level? That's because the z coordinate down there is negative, and it's postive at the floor level of the extending bridge (use "viewpos" in the console to output your current position). The accumulated roundoff glitch slightly pulls the player towards the map origin (0,0,0). This effect can also be seen in the map q2dm8 (WareHouse).
BTW, you don't actually need to duck to get on top of those crates, just push forward hard enough.
KMQuake2 uses an async render/client net system that allows for very high framerates without the movement glitches. The renderer runs at a default framerate cap (r_maxfps) of 125, while the client's net communication has a default cap (net_maxfps) of 60.
To enable the old synchronous render/net code that uses cl_maxfps and thus the the high fps exploit jumping, set the cvar cl_aysnc to 0. This has been added to the video menu for the next update.
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