Future games
Zigzagging and wall-hugging manage to break the physics of Quake, but what about the game that will be occupying the time of a great deal of many of us very soon, Quake2?
Since these techniques are the result of engine bugs, we thought id ought to at least know about them, and sent e-mail to bugs@idsoftware.com
to explain about the situation. As it happens, we probably didn’t need to bother. Judging from the first Quake2 demo, there was a change to the way the maximum speed limits are imposed made during the movement of the game physics from the very centre of the engine into the new game.dll
. The console variable sv_maxspeed
seems to have disappeared entirely, and neither zigzagging nor wall-hugging appear to have any effect in the demo. A good thing, probably.
Quite a few people have complained that rocket-jumping is not so easy in q2test.exe
. I’m guessing this is a combination of a lack of precision control because of the very low input sampling rate used in the demo (it takes input as if you had only a ten fps framerate), and the fact that the side-mounted weapons only hit the crosshair target “at infinity.” So when firing at something very nearby (e.g. the floor with a rocket ) you probably won’t hit it where you expect too. The solution is either to relearn your close-up aiming skills, and/or to wait for the real game, which should have both the normal more frequent input sampling, and also an option to use centre-mounted weapons.
There was one other related matter. John Carmack published his work log a few weeks back, and one of the entries in it for September 7th made me smile:
[trinity] track and field style faster running?
Ironic that he’s considering adding this into the next-generation engine as a proper feature when it seems to be in the Quake engine already as a bug…
https://web.archive.org/web/20010520182743fw_/http://www.planetquake.com:80/qdq/wallhug/future.htm