Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Topic started by: jitspoe on October 11, 2011, 01:39:40 AM
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I know people tend to freak out about even the slightest changes, so I figured I'd put details of the change out before I actually release it. Some of the little nuances in the movement physics have always bugged me, and I've tried to make things better in every way. Here's all the stuff that's changed:
- No more catching steps/bumps while jumping. You'll always step over them if possible.
- No more bouncing down hills (and inconveniently being in the air when you need to jump).
- Jumpy elevator fixed (visual only).
- Stair stepping should be smoother (visual only).
- Ramp control. You can move as fast as you want up a ramp and still stop and jump. You won't glide uncontrollably. In order to glide up ramps like with the old physics, you must hold your jump button down.
- More consistent double jumps. Before, different framerates, speed, angle, etc. could inhibit your ability to double jump where you would expect to be able to. Now you should be able to double jump off of anything you can step onto while jumping.
- Consistent ladder jumping. This just happened as a side effect of the other changes. Holding jump as you reach the top of the ladder will always give you a nice boost.
I've attached a couple of demos to demonstrate the changes.
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Sounds great! I'll look at the demos later today to give more input, since this is going to affect me quite a bit. But what did the first thing you mentioned mean, exactly? Will it come in the way of anything, like double/triplejumping at high speeds or are there no drawbacks to it? Does it simply make you not get stuck as easily on things that are too low to be doubled from?
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i think the catching bumps and stuff while jumping is the best thing there. it's really annoying. i don't know if i like the fact you can get more air now but i will have to test if first.
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Well as you've already guessed, I have a few doubts about increased jump height from ramps and floating in the sky simply because they change the gameplay rather than being minor bug fixes like the rest of the changes.
Have you tried the new physics on ice maps, like prolandr, tatras, cream or remenissions?
(I'd be happy to beta test :p)
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i'll beta test too if you want.
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Does the change to ladders mean that you can no longer do the higher jump version of them? There was the get your waist to the top of the ladder and press up and jump to go a normal height, but there was also the version where you tapped jump rapidly and held up to go much much higher. I hope that wasn't changed by making it more consistent.
With the double jump change, I hope this doesnt change the ability to cj before it for extra height/distance. This might be true if it has to do with speed/angle...
I like the ramp changes since you will still have the ability to do both styles. +1
I don't really like the bouncing down hills change since a lot of maps rely on this for extra speed where the ceiling is too low to strafe effectively. -1
It would be nice to get some of these changes tested on some jump maps to really test out how much it affects you. To make sure certain jump styles arent completely eliminated.
And the whole ability to almost glide along the sky... does this apply to ceiling or just skies?
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Sounds very good. The tweaks are logical and sensible. Hoping it's easy to get used to it quickly. I'm excited :)
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All tweaks +1 (idk about the boucing down the hill but why not give it a try)
But i dont like that sky gliding idea. It would destroy gameplay on most ice maps
e.g. prolandr: Imagine you need to cap fast because your oponnent is right behind you. So you go from ice to "1.flag HBD" for fast cap. But when you try to jump to HBD you get stucked in sky and oponnent can easily kill you even you would normally cap it.
So please dont add it unless you want to eliminate ice maps ;)
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Sounds very very good. I watched demos few mins ago and i think its very interesting. Old players can learn new jumps on every map and maybe tactic will be changed too. It wont be always the same :D. After i saw how easy u jumped that high on castle1, i loled hard :D
Anyway i think that not everything should get too easy. It wouldnt require much time to learn good jumps and good movement and thats ... (idk how to say^^) and it would be boring when u are able to jump everywhere.
Also i think that this "sky-think" isnt a good idea. Reasons prozajik said... I want a fast game, thats why im playing dp2.
:)
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I don't really like the bouncing down hills change since a lot of maps rely on this for extra speed where the ceiling is too low to strafe effectively. -1
Can you give an example? Moving down hills without bouncing makes movement so much smoother, consistent, and intuitive that I don't think I'll be taking it out. It might be possible to do something similar to the ramps where holding jump would give you the old behavior, though, but it's so janky, I'd kind of like to get rid of it completely.
But i dont like that sky gliding idea. It would destroy gameplay on most ice maps
e.g. prolandr: Imagine you need to cap fast because your oponnent is right behind you. So you go from ice to "1.flag HBD" for fast cap. But when you try to jump to HBD you get stucked in sky and oponnent can easily kill you even you would normally cap it.
So please dont add it unless you want to eliminate ice maps ;)
A valid point. I'll have to take a look at these. Any other examples?
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Can you give an example? Moving down hills without bouncing makes movement so much smoother, consistent, and intuitive that I don't think
pbcup_pforest ---> switch jump :D
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Samn opinion with morphin. But still a great work
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A valid point. I'll have to take a look at these. Any other examples?
shz22 speedjump, shz33 speedjump, carpathian caveroof jump, maybe airtime dark high?, pp1 speedjump, napalm ice jump, daylight_b1 ice jump, pbcup_2fort5 high wood jump(idk how to describe)
idk if its all right but i think so :P
As for what morphin said. You are right that jumps will be easier but isnt it waht we want? Aftewr making it easier more new players could come and also it would make the game much faster with this extra air ;)
Can you give an example? Moving down hills without bouncing makes movement so much smoother, consistent, and intuitive that I don't think I'll be taking it out. It might be possible to do something similar to the ramps where holding jump would give you the old behavior, though, but it's so janky, I'd kind of like to get rid of it completely.
As morph mentioned pfo switch jump. Hill sliding is some kind of "trick jumping", if you slide the hill right you dont lose any speed but with this tweak you lose all the speed when you release the forward key (if i got it right). Just explaining i dont think its bad idea :P
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Can you give an example? Moving down hills without bouncing makes movement so much smoother, consistent, and intuitive that I don't think I'll be taking it out. It might be possible to do something similar to the ramps where holding jump would give you the old behavior, though, but it's so janky, I'd kind of like to get rid of it completely.
Eclissi on the middle bridge, if you jump down the slope you lose significant time compared to bouncing. ubrooftop, coming out of the flag area and down the stairs, its faster to bounce than jump. And stairs in general for that matter. It is wayyy faster to bounce any most stairs. With any map with a decent sized downhill like xbmap1 or pgptrain or anything like that, i often dont jump on the downhills so that I can jump at the bottom. It is just not practical to want to fly 10000 feet in the air by jumping off them when going downhill. And like mophin said, pbcup_forest.
It will definitely change the way maps are played by good jumpers. Some people probably wouldn't notice it, but it will definitely annoy anyone that uses the tactic to gain speed. I can see how implementing it to change by holding jump would be sketchy though. It either has to be in or out.
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Sounds Great! :)
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Adding few more bugs which i found idk if they are already fixed, just wanted to let you know about them.
005 - happens sometimes. I think its caused by wrong brush?
004 - hmm idk what happened maybe it should be like that?
003 - maybe i just hit the wall not sure
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001 - Not sure. Something is blocking me there, if i crouch (only backwards?) from the mid to the wall.
002 - Fixed.
003 - Looks like you hit the wall.
004 - What do you mean? The stop at the end?
005 - Fixed.
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004 - mb wrong demo, nvm its not a bug like the others
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Sounds very good, can't wait for it :D
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001 - I think it's just an unfortunate angle of the brush, because it also blocks on the other side (without visuelle issue). Might be fixed already.
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- Ramp control. You can move as fast as you want up a ramp and still stop and jump. You won't glide uncontrollably. In order to glide up ramps like with the old physics, you must hold your jump button down.
This is the only thing that I am concerned about. Does this mean that if you are not holding down jump while you hit a ramp you will simply stop? If so I think this would be an awful change to make.
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If you mean something like this, yes.
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If you mean something like this, yes.
I havn't wont have a chance to check the demo out for a few hours, but I had the Propaint1 low ice speed jump in mind. When you speed up on the ice then hit the ramp do you just stop if you are not holding down jump?
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Yes, but you don't stop completely. It's more like you will slow down to the normal walk/run speed.
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Yes, but you don't stop completely. It's more like you will slow down to the normal walk/run speed.
I don't like that at all. Please don't change this Jitspoe..
Some of these changes are nice but they are not doing anything to attract more players, or to keep the new players playing. If anything changes like this will make the game less appealing for experienced players.
What happened to the feature vote?
Why not fix the scoreboard, add the ability to create an account in game, fix the darn in game server list? List goes on.
You are changing things that only experienced players will notice. Most of whom don't like changes.
The rest of the changes seem great.
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You are changing things that only experienced players will notice.
Everyone will notice the new movement physics. It fixes bugs, makes the movement smoother, makes jumping easier for new players and make new jumps possible for experienced players. So there is something for everyone. Wait until jitspoe releases a pretest and test it a few days (not 2 minutes).
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If you mean something like this, yes.
What would happen if you didnt press jump after the first jump? You would lose all gained speed and just continue walking with normal speed?
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Yes.
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It will require some practice tho i think this update is a good one(if you dont include sky gliding fix :P ).
What about this(demo<<)?
Am i able to slide the bridge with just holding space or do i have to press jump everytime angle changes? Because the bridge brushes's angles differes. So it counts as one slide or ...?
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Jesus... after watching those demos I hate these changes 10x more. Why not just automatically give everyone a dj script while your at it. Or just make the paintballs the size of tennis balls so that new players can aim easier.
Jumping takes skill and practice and you are turning it into a joke. You shouldn't be making jumping easier because somebody made a map that has bad stairs or a ramp that is too steep.
That jump in the castle1 video ... And being able to glide along the ceiling.... Ridiculous!! I can't even find the words to describe how bad I think this update will be. There is no way I that will be updating my servers to this.
I really don't understand why you insist on changing major gameplay jitspoe.... Happened a few years ago when you changed the ball speed and the north American community suffered because of it. Why can't you just leave the gameplay that everyone loves alone and work on improving things that people actually want?
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i agree with superman
Jumping is a skill in this game ( which i love ) Aiming is a skill ( like the physics about the game ) making it easy will just make the game more dull.
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Gotta agree with Superman on the fact that things that get changed aren't what will help this game. But, your game, your choice.
Why do you think this game is still alive even though it's nowhere near the same quality visually as most games these days? It's not because it's easy on computers, cause it lags more players than a lot of visually-appealing games. So, if people are staying knowing there's prettier games out there, why is it? Well that's pretty obvious dontcha think? It's because the gameplay is so fun!
Now lets look at why players don't stay... would you really suggest it's because they "struggled to get good" ? (I have never just been amazing off the start of any game) Or is it because DP (especially with default textures on download), is ugly, gives bad FPS, and some more criticisms.
So if changing stuff that keeps your current community around doesn't seem logical, does it? Shouldn't you do stuff to keep or attract new players? Jumping is the main aspect that seperates good and bad players, anyone can spray in a 1hitkill game. By making jumping easy, you make the current competitive scene die a little more, and it still doesn't attract new players. Now this being said, I haven't watched any demo's but somebody explained the c1 jump to me, and I'm judging a lot of it off posts I've read.
What's important? Attracting people? Or changing it how you see fit? It's your game, but you don't play a lot and if you truly want to see it grow, you should take the opinions of those who actively play. (featurevotes)
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Isn't it fun to relearn everything again? Puts everyone in square one, and we're all newbs again. More fun than playing the same maps over and over again. With all the negative feedback so far, I'd at least like it to be implemented as a server side setting if possible.
Myers, what attracts new players is them being able to play at a standard CLOSE to what you players can do, not see you fly all these jumps and go wtf, hows that possible? I do however agree to the fact that having different game play may attract other players because its different from all the games like COD and Battlefield, but I reckon either way, players will still keep coming.
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Myers, what attracts new players is them being able to play at a standard CLOSE to what you players can do, not see you fly all these jumps and go wtf, hows that possible? I do however agree to the fact that having different game play may attract other players because its different from all the games like COD and Battlefield, but I reckon either way, players will still keep coming.
Myers??? where?
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It will require some practice tho i think this update is a good one(if you dont include sky gliding fix :P ).
What about this(demo<<)?
Am i able to slide the bridge with just holding space or do i have to press jump everytime angle changes? Because the bridge brushes's angles differes. So it counts as one slide or ...?
jitspoe changed the sky gliding, so you need to hold down the jump key to sky glide now.
Demo: It looks like you can slide, but i don't know how you jump and slide exactly. The jump from the demo is possible.
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it really doesn't matter to us. cuz we've wanked every clan so far without even jumping.
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Myers??? where?
Where else? Somewhere over there.... oh wait, thats deictic, maybe i should be more specific. He posted a couple of posts ago. Oh dear, anaphoric reference. Myers posted a few posts ago. He also used a large number of lexemes, a fair few compound-complex sentences, mostly declarative sentence structures, mind you I did notice some interrogatives. Help?
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The thing that sets this game apart from others is the player movement physics, so why not embrace that and improve upon it instead of keeping the old code that was not actually designed to have strafe jumping/double jumping and in fact had several things that prevented it from working smoothly? It's not like I'm adding rocket packs or auto-jumping. It's just more consistent. This does help new players, as it makes the movement even more fluid. You're not randomly losing control on ramps and unable to jump in places you'd expect to be able to. What, specifically, bothers you about these changes?
As T3RR0R15T mentioned, I've addressed the concerns about sky gliding and not being able to bounce down hills. You won't sky glide unless you're holding the jump key down, and if you move down a hill while holding the jump key, you'll bounce like the old-style physics instead of moving smoothly. Pretty simple.
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I like these tweaks.
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I like these tweaks.
Me too.
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I didn't really want to go into detail because it's quite circumstantial. There's three possible issues that I know of.
1. Maps aren't designed for the new physics
If the maps happen to become less fun to play, it will make the game worse until the maps are fixed, or new maps are made. We've got a buttload of maps though, so there has to be some maps that would work well, or even better with the changes. I hope the map committee can sort this one out.
2. More variables and more unpredictable gameplay
New alterations to the physics, such as sky gliding will increase the amount of techniques one can use. This becomes a problem for people who don't like to keep track of even more things. With this update, you could glide for unrealistic amounts of time by a random release of the jump key, and jump from ramps in two different ways, making the gameplay more inconsistent and unpredictable. One could argue that this is a good thing, sure, but it depends on how much more unpredictable the game becomes. Everyone has a threshold.
3. Realism
Skygliding looks more unrealistic than bumping into the sky does (because it can't be reasoned as easily, if at all), so people might be put off by seeing people float around on top of already flying around.
I'm leaning towards removing all of the major gameplay changes and just adding the bugfixes in the next build.
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You're not randomly losing control on ramps and unable to jump in places you'd expect to be able to. What, specifically, bothers you about these changes?
What bothers me is that you don't lose control if you know what you are doing.
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The thing that sets this game apart from others is the player movement physics, so why not embrace that and improve upon it instead of keeping the old code that was not actually designed to have strafe jumping/double jumping and in fact had several things that prevented it from working smoothly? It's not like I'm adding rocket packs or auto-jumping. It's just more consistent. This does help new players, as it makes the movement even more fluid. You're not randomly losing control on ramps and unable to jump in places you'd expect to be able to. What, specifically, bothers you about these changes?
As T3RR0R15T mentioned, I've addressed the concerns about sky gliding and not being able to bounce down hills. You won't sky glide unless you're holding the jump key down, and if you move down a hill while holding the jump key, you'll bounce like the old-style physics instead of moving smoothly. Pretty simple.
That means we get a NEW WAY of moving, instead of altering the old one. So no reason for complaints are left. Cool.
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People were always afraid of changes, thats all :P
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I didn't really want to go into detail because it's quite circumstantial. There's three possible issues that I know of.
1. Maps aren't designed for the new physics
If the maps happen to become less fun to play, it will make the game worse until the maps are fixed, or new maps are made. We've got a buttload of maps though, so there has to be some maps that would work well, or even better with the changes. I hope the map committee can sort this one out.
It's not like I'm drastically changing the way the physics work. Jump height, velocity, acceleration, etc. are all the same. The differences are in the little nuances, like not stepping onto a ledge when you should.
2. More variables and more unpredictable gameplay
New alterations to the physics, such as sky gliding will increase the amount of techniques one can use. This becomes a problem for people who don't like to keep track of even more things. With this update, you could glide for unrealistic amounts of time by a random release of the jump key, and jump from ramps in two different ways, making the gameplay more inconsistent and unpredictable. One could argue that this is a good thing, sure, but it depends on how much more unpredictable the game becomes. Everyone has a threshold.
Hopefully, that's a good thing. I know a lot of players are getting tired of the same-old same-old. Discovering new tricks and paths in old maps might liven things up a bit.
3. Realism
Skygliding looks more unrealistic than bumping into the sky does (because it can't be reasoned as easily, if at all), so people might be put off by seeing people float around on top of already flying around.
The physics are pretty far from realistic to begin with, so I'm not too worried about realism concerns, but, personally, I think floating along the sky is more realistic than hitting your head and dropping down. Ideally, maps shouldn't have sky brushes so low that players can run into them, anyway.
I'm leaning towards removing all of the major gameplay changes and just adding the bugfixes in the next build.
The changes are basically all bug fixes. Some of them just happen to have more significant changes in the movement than others. For example, fixing the stepping bug (where you come to an abrupt stop jumping up stairs) made it easier to double jump on some objects and do ladder jumps.
What bothers me is that you don't lose control if you know what you are doing.
So you've never had situations where you're moving up a slope and somebody starts shooting a stream of paint so you need to stop or change direction to avoid it but can't because you're stuck "flying" up the slope? It's true that you can master the navigation of every map with enough time, but sometimes you need to change tactics on the fly, plus not everybody has the time necessary to master all of these little nuances.
Thanks for the feedback. Feel free to post more concerns.
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Is there anyway you can host a build test server? Something similar to Starcraft2s Public test realm. Where the public can test changes that the dev team is thinking about making to the game.
Could even set up a special in game command or something that would take you straight to the Public Test Realm thread, where players could comment on the gameplay changes.
Maybe I should have put this in feature request, but it is relevant here too. I would really like to play with the new settings BEFORE we are forced to use them.
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The only thing i dont like about theses updates is that sky gliding. I think it would drastically change the gameplay even if it was optional through holding space. Take for example
tatras(ok i know many ppl dont like it but its good example):if you sped from ice-side to BD you could just hang in the sky and get on 2nd flag without perfomming any jumps(at least i guess it would be possible) or you could make jump on main-plateau-high(that window in base where is placed cocker) without knowing how to perfom the jump from ice correctly
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prolandr:you could speed from ice to 2nd flag without making the jump right (now sometimes happens that when you speed too much you dont get on 2nd flag)
Now it occured to me that this is maybe what you want? Making it easier? But in my opinion it would take all the fun from having ice on maps :P
Anyway i really like all the other changes and I am looking forward to them
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So you've never had situations where you're moving up a slope and somebody starts shooting a stream of paint so you need to stop or change direction to avoid it but can't because you're stuck "flying" up the slope? It's true that you can master the navigation of every map with enough time, but sometimes you need to change tactics on the fly, plus not everybody has the time necessary to master all of these little nuances.
I definitely have kept sliding, a quick double tap backwards fixes that though. I think this change is a good one for longer term. It will just be odd getting used to for a lot of the common maps.
Like prozajik said, the skygliding is the one that really worries me. There's a few very common maps like ub_cliff where if I carry full speed on the top route and double jump off the little ledge I could probably come close to clearing the whole other side of the top section if the new physics was implemented.
The dj change will just make the game faster paced than it already is if everyone can dj easily. The same applies to ladder jumping. Those jumps are meant to separate the better players, and this would eliminate that. As long as it is more consistent this should be a good change overall since everyone will have the same advantage.
**The biggest suggestion I would have is to let individual servers choose whether or not to run these changes. Or add a check or some small symbol in front of the server name to signify the use of upgraded physics.**
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**The biggest suggestion I would have is to let individual servers choose whether or not to run these changes. Or add a check or some small symbol in front of the server name to signify the use of upgraded physics.**
The idea is good but i doubt its usefull for this community. Even the slightest change was for some people like "omg not this" (talking for example about after-death sound or carbine sound). So i doubt people would play on servers with theses updates allowed. I say make these changes but maybe do something about the sky gliding
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The idea is good but i doubt its usefull for this community. Even the slightest change was for some people like "omg not this" (talking for example about after-death sound or carbine sound). So i doubt people would play on servers with theses updates allowed. I say make these changes but maybe do something about the sky gliding
Yeah I see the problem. If it's forced people will get used to it and be fine after a while. If it's an option people will avoid for as long as they can, myself included. The sky gliding really needs to go though.
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How can you say, the sky gliding is bad (or good) without testing it? It's not like a magnetic sky where you can fly over the whole map. Wait until jitspoe releases a pretest version, maybe you don't notice it.
...Or add a check or some small symbol in front of the server name to signify the use of upgraded physics.**
...there are just a few little things I'd like to do before releasing. The main one is adding a checkbox to show servers running old versions (off by default)...
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How can you say, the sky gliding is bad (or good) without testing it? It's not like a magnetic sky where you can fly over the whole map. Wait until jitspoe releases a pretest version, maybe you don't notice it.
I can more or less guess it. I am not saying its magnetic but that on some maps you hit the sky with really high speed what would cause this gliding for really long time.
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Only if you hold the jump key down.
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Ye so people will be able to glide under the sky over a big part of map (i mean high-speed map like tatras etc).
And also what about maps which have sky insted of a part of walls, for example pforest (i think), you will be able to glide sticked to the wall too?
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How can you say, the sky gliding is bad (or good) without testing it? It's not like a magnetic sky where you can fly over the whole map. Wait until jitspoe releases a pretest version, maybe you don't notice it.
I can say it's bad because the maps were made with the ceilings low in many places to stop people from hauling at 10000000mph through the whole thing. And I added the checkbox remark to say it's something I think is very needed.
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Superman: Well, technically the whole game is in a "testing" phase. I'll release a pretest for a few days and people can play locally or set up servers or whatever. You don't really need a server just to jump around, but the server and client do both need to be using the same physics setting in order to play smoothly.
prozajik: I checked tatras out. It doesn't look like the ice ramp to the high flag is even steep enough to hit the sky. Even if it was, I don't see why that's a problem. Requiring a bunch of trick jumps in order to reach the main objectives in the game is stupid in my opinion. The only time I see this being an issue is if it's possible to bypass significant parts of the map (like the mirror window exploit), and that probably only has the potential to happen on a couple of maps. Those can be fixed in the maps themselves. Hell, tatras isn't even lit so it should really be fully completed before it's played anyway. Mappers can add clip brushes on the sky (or better yet, solid surfaces so players know there's a limit there) if they want to kill upward velocity.
Again, remember that the sky gliding doesn't really give you anything extra. It just prevents you from losing your upward velocity, and you keep moving like you would if the sky brush was not there.
I guess what I'll do is release the pretest with the physics as they are now, and people can post demos of problems they create.
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It was a bit alarming to be able to doublejump ramps at first etc., but I'm feeling quite positive towards these tweaks :p I haven't gotten used to everything yet and because of that can't comment that much, but I've found some annoyances.
Increased ground friction
It feels like the ground friction has been increased. Is that something you can change easily, because now I slow down a bit more when I change direction while strafing through maps, which doesn't feel that nice.
No upward velocity cap for doublejumping
You can fly upwards as fast as you want and still be able to doublejump. I'm just wondering whether you could add in a ~30mph limit to it.
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The ground friction hasn't increased, but the movement does keep you in contact with the ground more when moving down hills (you can hold jump down to skip down hills). Normal flat ground physics should be identical.
There's never been an upward velocity cap. It's just that the faster you moved, the less likely you were to be in the stepping threshold and able to double jump. 30mph would be about running speed in this game - that's pretty slow. I'm not sure what a good cap would be, or if it's even a good idea. It might make some formerly possible jumps impossible.
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My mistake. I'm playing on my other computer right now which might explain why something felt off.
Hmm, you know I didn't really think it through. A limit would come in the way when you're jumping up a ramp for example, so it was a bad idea.
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My mistake. I'm playing on my other computer right now which might explain why something felt off.
Hmm, you know I didn't really think it through. A limit would come in the way when you're jumping up a ramp for example, so it was a bad idea.
Yeah a speed cap is a terrible idea to honest.
One other odd thing, I was testing out the physics on a few jump maps to really grind out what the changes changed for jumping. I noticed that when there is a very narrow platform that goes from one level to another it has chance to "push" you off the ramp. I'll try to get a demo when I can remember the exact map. But the point is that it only happens when your model kind of scrubs the ceiling in order to get to the next level up. It could be a map flaw but I have played the map before and it didn't happen.
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When you slither about on an icy surface into an icy ramp, the ramp triggers the impact sound and bobs the screen as if you fell down on the ground.
EDIT: I guess prozajik already said this one.
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Hm, that should have been fixed on the game dll side. I wonder if I failed to include the correct dll. When you type "ver", what version does it say? (the 1.9x one)
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Paintball 2 v1.921, (build 177).
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Paintball 2 v1.921, (build 177).
That's the old version. It should be 1.922 - maybe I screwed up and put the wrong dll in the installer.
Edit: Crap, I included the old version.
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Haven't read the thread, but i'd love to see the physics from warsow where you can let go of strafe keys mid air and it will pull you through a turn with your mouse more quickly. Not sure what it's called, but it'd add an entirely new dimension to DP. Wall jumping would be nuts as well. Ah well.
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That's the old version. It should be 1.922 - maybe I screwed up and put the wrong dll in the installer.
Edit: Crap, I included the old version.
So does this mean, that final build 33 will behave diferently than public pretest?
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Haven't read the thread, but i'd love to see the physics from warsow where you can let go of strafe keys mid air and it will pull you through a turn with your mouse more quickly. Not sure what it's called, but it'd add an entirely new dimension to DP. Wall jumping would be nuts as well. Ah well.
I think it would promote grab'n'cap gameplay even more. Why bother with teamplay and actually eliminating the opponent when you can just cap on the opponent? Warsow has different weapons, and they can deal with higher player speed better. I do think that dp doesn't need a general player speed boost, as the weapons aren't just made for hitting high speed players.