How did you manage to confuse me in my own post lol...
Anyway i checked it with PB and speedometer and now i get what you talking about. The only thing i am concerned about is the speed increase when walking diagonally. I would prefer to walk diagonally at 14 speed not 20, because i said i would like to use it for clutch lines.
But from your posts i understand that its like this in all quake engines and is common. So i guess it shouldnt be fixed. Well i will keep using crouch instead of walk if it cant be helped, thanks for clearing things up tho.
@not_payl
walk option is better than crouching in my opinion, because it doesnt "ruin" your line, if you crouch you start to line lower so if you want just to peek behind corner you have to do it while crouching because its more precise and it makes you line lower so enemies can jump over. With walking tho you dont have to care about jumping over line (altho ducking under is still option ^^).
Well, not that useful for me, but I can see why you want to use it. I'm running out of keys to bind anyway.
I think while it's in Q2 engine this can be easily patched, but there are few possibilities:
-Reduce speed when moving diagonally in walk mode
-Remove footstep sound when walking, without carrying about speed. (not sure if protocol include information if player is walking or running tho).
So if jitspoe finds time for this: I'm for patching this, because it doesn't change too much in gameplay, and makes sense to use walking in certain situations (not just making it slower running with footsteps).