Using a maps structure to your advantage... VQ3 stylee.

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foralarx2k3
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Using a maps structure to your advantage... VQ3 stylee.

Post by foralarx2k3 »

Following on from a recent strafe jump thread and as after all these years I still bump into peeps who ask how is it you move around the map so fast there's no way you could get there that quick, we're not playing CPMA, blah, blah, blah.

The answer is simply practice... I'm not prefect at it .. but I know a lot of CPMA and RA3 players who are. On top of the practice take a look at some of the CPMA demos around and ask yourself ... is that even possible in VQ3?? .... I've found over the years to a certain degree most things are if you are patient and keep trying.

Here's some prime examples of map and jump knowledge on Q3DM12.

Q3DM12 Movie (EDIT: Now compressed to only 1.5MB)

There's nothing overly fancy here .... the idea is pull of stuff that's useful and to give an idea of what is actually acheivable with VQ3 movement.

Anyways Enjoy.

Fora.
Last edited by foralarx2k3 on Sun Feb 10, 2008 11:31 am, edited 4 times in total.
dzjepp
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Post by dzjepp »

Pfff you missed the circle jump to teh tele pu! ;o
S@M
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Post by S@M »

what fps were you getting?
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foralarx2k3
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Post by foralarx2k3 »

dzjepp wrote:Pfff you missed the circle jump to teh tele pu! ;o
:o .... I actually cut that one from the video .. decided that was too obvious :p
S@M wrote:what fps were you getting?
As I stated in another thread I always play with it capped at 142 these days with everything turned on (except smoketrails and brass) at 1024*768

The only other two settings I ever try are 83 and 127 (some prefer 125).
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Foo
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Post by Foo »

127 and 125 are identical. The engine can only lock the FPS at a number of values.
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prince1000
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Post by prince1000 »

foralarx2k3 wrote:
dzjepp wrote:Pfff you missed the circle jump to teh tele pu! ;o
:o .... I actually cut that one from the video .. decided that was too obvious :p
S@M wrote:what fps were you getting?
As I stated in another thread I always play with it capped at 142 these days with everything turned on (except smoketrails and brass) at 1024*768

The only other two settings I ever try are 83 and 127 (some prefer 125).
where are you getting these values from? 142 is for listen servers, 125 for dedicated. these are definitive settings, unless you play cpma which is fps independent locked at 76 fps. then you can use whatever fps cap you desire.
foralarx2k3
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Post by foralarx2k3 »

S@M wrote:what fps were you getting?
foralarx2k3 wrote:As I stated in another thread I always play with it capped at 142 these days with everything turned on (except smoketrails and brass) at 1024*768....The only other two settings I ever try are 83 and 127 (some prefer 125).
Foo wrote:127 and 125 are identical. The engine can only lock the FPS at a number of values.
prince1000 wrote:where are you getting these values from? 142 is for listen servers, 125 for dedicated. these are definitive settings, unless you play cpma which is fps independent locked at 76 fps. then you can use whatever fps cap you desire.
Prince, erm, I'm not so sure I entirely agree with that statement. I think it's dependent on two things. What the server is capped to and what you are capped to within the capping of the server restriction. So for example I can run a dedicated server and still play with a 142 capping if the server always for it that's my understanding of it.

I have a key bound to switch between those three values so when I find I'm on a server where 142 doesn't appear to be working or that I'm lagging slightly I can instantly lower to 83 or 127 and in general I find that this works. Of course I don't really have that much experience .... (Q2: 1v1 wireplay, Q3: clan [F|C] - TDM, clan G*0 - RA3, TDM, CPMA TDM and 1v1, clan LGD - RA3 (Jolt European Div 1), clan Brother - RA3) .... a prime example would be on the CPMA TDM map (I'm at work at the mo, so I'll get the name later) where the railgun is under water .. there is a ledge with a gold health on it similiar in height to the Q3DM13 mega health ledge. When we used to play other teams I always went straight to that ledge and flicked through the FPS settings (I think I had 76 (or something like that) set as well in those days) until I found the one that allowed me to hop up the ledge and then I was good to go with all the other jumps.

Of course it's all a load of old crock, but it works for me mate :p

Foo, I agree with your statement, but I've found 127 is more consistant for me on my own system than 125 ... I have absolutey no idea as to why that is. Hardware / system setup possibly.

As a point of reference for anyone new .. have a look at the first post in this thread. And I encourage you to give the optimum FPS settings a go, you'll be surprised what a difference this can make.

Have fun as always.

Fora.
prince1000
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Post by prince1000 »

sv_fps is usually between 20-40 as a standard. serverside fps cap has nothing to do with client jump height. its just a limitation on com_maxfps settings.
foralarx2k3
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Post by foralarx2k3 »

Thanks for the response Prince.

So to summarise.....

You're saying there is a limit in the VQ3 engine of 142 on a listen server regardless of what the clients com_maxfps setting ... so for example anyone playing at the magic 333 setting (for those lucky enough to have a system to maintain that) are just kidding themselves and they are only actually getting 142 ?

And similiarly someone connected to a dedicated server can only have 125 at max?

Or have I mis-interupted what you have stated? [I do that a lot :)]

If I've got you quoted right, do you have a link somewhere that shows this ... I've never seen that stated anywhere before.

Many Thanks for your patience with me.

Fora.
prince1000
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Post by prince1000 »

no im saying those values are the accepted norms that the greateast jump height is achieved. fps were capped as a standard at 125 (in OSP and earlier CPMA releases) because of this and also because not everyone, at the time, had a super computer that could render 333 fps. arQon and the cpma team has gone even further than that making hardware obsolete and diminishing the advantage one player might have over another by removing pmove and its bugs and setting the game physics to 76 fps. something to do with jumppad height and id's intended framerate that the q3 engine was to run at.
foralarx2k3
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Joined: Wed Feb 01, 2006 9:56 pm

Post by foralarx2k3 »

Prince1000, got ya... thanks for clearing that up.

And now that is out the way.

For everyone else playing VQ3, (especially those new to this) ... there won't be many. If you are playing online then 125 (127 for me) is a good bet at getting the best jump height if your rig can handle it. And in the safety of your own home then 142 (333 if you're real lucky) is the bunny.

If you're rig is a little behind the times then you might try 83 or 76.

Either way I encourage you all to explore the potential of Q3 movement be it VQ3 or CPMA or RA3 or OSP or whatever and keep an open mind as to what might actually be possible.

Have Fun.

Fora.
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