by Cobalt » Tue May 06, 2014 5:58 pm
Ok I tried sv_gameplayfix_slidemoveprojectiles 1 and now my nails touch code is responding ALOT better, but not quite there yet.
Thanks LH, and thanks again for supporting the DP engine above and beyond the "Call of duty" - no pun intended.
EDIT / UPDATE: My local WIn environment running the newest DP build (4-2014) has that CVAR off. However the same build Lunix version labeled as "dedicated" has it set to 1 by default.
sv_gameplayfix_slidemoveprojectiles is actually not a really bad idea regarding what it does with grenades. The grenades in id1 tend to bounce an awful lot. Most people are just use to it, but with this set, the velocity falls off alot faster, and the grenade tends to be in the general spot you aimed at in the first place. It really does what bouncefactor would do for a movetype_bounce when set to a more extreme value. Grenades are different projectiles than nails for example, they are more like cylinders / capsules, and I think this cvar also broke my QC where I was detecting for no velocity with trace_plane_x meeting an onground condiiton, then matching the ground planes angles to that of the grenade, so its flat like it normally would be. I also emailed you about "movetype_roll" a whle ago, and thats what I was thinking, the capsule would possibly roll, and not bounce depending pn physics. I am not sure ODE resolves all of this, but its quite interesting.