Bottom line panther if its in ET:QW your not gonna complain about it, you wont even notice its there :>
Running/Jumping
there´s no strafing, neither aiming in battlefield2…
on close combat its all about “splashdamage” (:D) with m203/c4, and spray´n´pray
lol, “safety tapir”. wils > *. aside from the fact that it’s got aliens and is set in the unknown future, my impression of ET:QW is that it’s aiming for a bit more realism than RtCW/ET. i really can’t visualize a bunch of strogg strafejumping down a hillside. maybe just my impression though.
not that realism would be better. it’s just the feeling i get. but strafejumping is great fun imo.
I dunno… I mean judging from screen shots and what I’ve read it doesn’t seem like it would much more ‘real’ than ET. I mean, yeah ET had strafe jumping and etc and you certainly don’t do that irl (unless you got leet bionic legs) but aside from the graphics engine and free-roam vehicles in ET-QW it looks like it’ll have the same feel to me. I could be wrong, but I doubt SD would stray too far from a successful formula unless they thought it would be a LOT more fun. There’s always room for improving gameplay but that doesn’t necessarily mean ripping the guts out of the things that were fun previously. (Well, unless you’re Strogg of course)
Actually, I think strafe jumping has allways been more a feature/bug of the Q3 engine then something caused by game code…
So only id knows if it’ll be there or not.
Well strafe jumping / bunny hopping etc is in for Quake 4. The exploit of strafe jumping etc was I believe removed in the Doom 3 engine, however Raven essentially made it possible for you to do so again, in the multiplayer portion of Q4.
Strafing is fully working in Doom 3. They kinda removed in the 2nd patch (well not really removed, just changed the technique for doing it), but it’s all back and working in the latest patch.
i think Raven would have been burned at the cross if they had removed strafing from Q4.
why you can strafe jump:
…
"(3) The integer conversion done by the Q3 vm IS NOT ANSI COMPLIENT. ANSI C specifies that integer conversion is done by ignoring the fraction. The Q3 vm does it by rounding to the nearest integer.
This third point explains exactly why DLL’s have slower speeds and jump heights than QVM’s. In a QVM, the rounding is to nearest integer, so errors will tend to cancel out. In a DLL, rounding is always towards 0, so errors always reduce your speed and will always accumulate. The rounding error in a DLL always acts as extra friction. I expect you can get around this problem in DLL’s by rewriting the “SnapVector” macro to emulate the QVM’s rounding method.
" from:
http://ucguides.savagehelp.com/Quake3/FAQFPSJumps.html
Good old stuff
Well…
ET allready used DLL’s, so I think it’s used for newer games as well.