Member
226 posts
Registered:
Jun 2006
//Input - Keyboard
cl_backspeed "4096"
cl_forwardspeed "4096"
cl_pitchspeed "20000"
cl_sidespeed "4096"
cl_upspeed "4096"
cl_yawspeed "7200"
I'm using allow scripts 0 and ruleset smackdown in my config. I can post my whole config if you would like.
With these set I can cruise through ztricks without messing up pretty easily. But I can barely beat any of the ztricks levels with the ezquake defaults for those commands. Try it for yourself. Is this some sort of a hack. I got it from def's config.
Member
462 posts
Registered:
Jan 2006
Because of cl_idrive 1. I don't think those others do anything for you.
Member
226 posts
Registered:
Jun 2006
err even without cl_idrive sorry that I included that one.
Member
59 posts
Registered:
Mar 2010
Yes different cl_*speed settings give you different kind of speedjumpfeel/bunnying. Tested almost everything years ago. Usually same amount for every speed is 1 option and then some variables like different for side than forward/back. You can check configs too... atleast angua, fix, def etc had some different values iirc. It also affects your aiming btw
because your strafing will feel different.
btw. cl_pitchspeed, cl_yawspeed <- those are only for keyboard look stuff :> so they dont affect anything.
edit: to test it out, do circle jumps. different set of side/frw/bck seem to affect the shape of the circle somehow. easy to test in povdmm4 aswell
Member
226 posts
Registered:
Jun 2006
I wonder if the the 4096 values are in anyway related to the draw distance (gl_max_size) def probably used. I'm going to set mine to 8192 and see if it helps or makes a difference. I would love it if someone could explain the theory behind why you would want the cl_forwardspeed etc to be the same as your draw distance.
Member
1435 posts
Registered:
Jan 2006
I think you are one week ahead in time.
Member
271 posts
Registered:
Feb 2006
What are the defaults in ezquake anyway?
I vaugly remember the side/forward speeds not being the same, thus forward+strafe goes more forward than sideways. Above the max speed (320) it shouldn't make any difference so long as they're a multiple of 4 and in the same ratio. Doubling them will make no difference.
Member
226 posts
Registered:
Jun 2006
defaults for all are 400
cl_forwardspeed / cl_backspeed / cl_upspeed / cl_sidespeed
I tried using Toniks placebo config and I could tell when I was using 4096 and when I wasn't. Results were like 48 correct guesses 9 wrong. Then I tried once more quickly on a different map and guessed 25 right and 2 wrong. I may be able to guess correctly because I've used def's settings since I started quakeworld, maybe not anyone else though. Someone else should test it.
Member
462 posts
Registered:
Jan 2006
Well using different values for forward and side will affect the curve of your jumps thats old news, but you use same value for all. I use a big value for upspeed so in the water my motion is directed mostly upwards when I press up.
Member
364 posts
Registered:
Oct 2006
Make sure your cl_movespeedkey is not set to something less than 1. In conjunction with cl_speed 1 or +speed in your config it could result in effective forward/side/backspeed being less than 320, which would indeed hamper your movement.
Member
459 posts
Registered:
Mar 2008
Well using different values for forward and side will affect the curve of your jumps thats old news, but you use same value for all. I use a big value for upspeed so in the water my motion is directed mostly upwards when I press up.
This is abit interesting.. So the vector calculations for movement works that way that if you got max value (320?) on one direction, and twice as much as max (640?) in another, you will actually move twice as fast in that direction, relative to the other?
Member
462 posts
Registered:
Jan 2006
Something like that yes Rikoll. Read here: http://www.quakeworld.nu/forum/viewtopic.php?id=4080