Beiträge von mirko911

    btw. can you tell us on what kind of game are you working on?
    Is it a fun project? Is it an open source project? If yes do you have a git url for me? :D


    Also it would be really cool if you could share your puzzle pieces with us.
    I think it's very cool that people try to find out how cod4 and other quake based games work. Even after about 10 years you can find new interesting stuff in their engine (also tons of bugs and weird limitions :D)

    Haha thread hijacked!


    I don't think so. We have still the same topic: bounces and strafes. If we find a way to detect how good a strafe / bounce is, then you could use this as "small unit test" to check if your system get the same values as our function ;-)


    Anyway, here are some Links I've found so far:
    quake3-movement-unity3d/CPMPlayer.js at master · Zinglish/quake3-movement-unity3d · GitHub
    seems to be based on a quake mod:
    bg_promode.c (there some other files in the parent folder)
    Source:


    IDK if it helps but maybe it does

    First we would need a modmaker or scripter who has the knowledge, motivation and time to create an 'accelerationometer' and a 'speedometer' for the X-axis, Y-axis, Z-axis, XY-axis, YZ-axis, XZ-axis and if possible the XYZ-axis


    I started a test branch very short after the release of the 3xP' CJ Mod. Came to a point that I could barely say if a jump was good or bad.
    I would have to spend more time to investigate this and compare it with the original ET files (because cod4 changed/removed some dvars which were in the ET calculation). But until 24th Jan 2017 I've no time for this

    I can't help you that much with explaining how the movement works in cod4.
    Since the files aren't open source you can just look at other games related to the quake3 engine.


    I think a good step to start would be this file:
    Enemy-Territory/bg_pmove.c at master · id-Software/Enemy-Territory · GitHub
    Afaik the ET and Quake3 (and maybe CoD4) speed calculations are done here.


    If you want more detailed info you could ask @IzNoGoD. He has more knowledge about the code behind the game.


    Also it would be cool if there is a way to check out (and maybe contribute) your work somewhere ;-)

    You could also try this one:
    Mirko Config · Snippets · GitLab
    Here the RAW Link raw
    And the Spoiler if the website somehow isn't available in the future


    With this config the game will look like a 1995 game, because SpecularMap and NormalMap are disabled. But I'm sure you'll get 333 FPS

    I mean dedicated servers haha


    as I said: I think they are dedicated but not in the way you and other people like it :D


    I think/hope that they will release self hosted dedicated servers. Atm. you can start a private match. And in my opinion the private match options has to much settings. You can set everything here ( round timers, allow only headshots, add bots, choose map and gametypes.) I think it's way overpowered for "private match". So I hope that they will move this in the self hosted dedicated servers

    I'm not sure if they use a P2P System. P2P would have the some "Host disconnect, choose new host" screens. So I think there are servers somewhere.


    Also one of the new features is, that you can't see your ping anymore. So you can't see if the connection is poor or your pc.


    @dertom : don't buy it. There will be a 70% chance that your pc can't handle it. The performance of MWR is terrible, and I have no clue why. Infinite Warfare runs smooth as fuck.