Natural Selection 2

Natural Selection 2

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BunnyHop Air Physics - NS1 (Half Life) Edition
   
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Modification: Gameplay Tweak
Compatibility: Must be run on Server
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12.764 KB
2017 年 4 月 6 日 上午 3:16
2017 年 5 月 11 日 上午 5:50
17 项改动说明 ( 查看 )

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BunnyHop Air Physics - NS1 (Half Life) Edition

在 >|KoR|<Frisqy.ViruS (ZdrytchX) 的 1 个合集中
ZdrytchX's Classic Pack
8 件物品
描述
Bunnyhop Half Life edition // modid: 359BC164

This mod is more or less supposed to feel like NS1's physics.

I've also created this calculator if you want to calculate theoretical maximum speeds and accelerations at angle of acceleration values (bunnyhop related physics generally make use of 85+ degrees due to how much faster your running speed is to your air speed limit) https://www.dropbox.com/s/34qsdm2fkb8p71d/Strafe%20Jumping%20Maths.xlsx

https://github.com/ZdrytchX/bhop_hl

Differences with the Bhop mod:

1. The bhop originally (if it has changed since you read this) had an acceleraton value of 2x70x acceleration. This is technically wrong since Quake 1 originally just had 70, but that was a compensation for NS2's horrendously slow movement. (Half life uses 10)

2. The 30 ups speed limit was fixed for a playerclass which runs at 5 m/s (before was 10% of maxsoeed). All other classes speed limits are scaled respectively.

3. By no way does this perfectly emulate half life physics as the ground friction of the spark engine is fked up as-is, i can't be bothered fixing it. For now the ground friction is identical to the bhop mod (which has wrong physics anyway too, it should have the same friction physics as TremNS2 currently has)
If you want me to change the ground friction to different values, post a comment below. You still can circle jump to some extend and the stop-movement time is similar

4. Exosuit "friction bug" was re-added. Currently the exosuit also uses half life style air physics

5. Overall of the changes of 1. and 2. mean that you can turn a tad faster than the bhop modm but you also accelerate less. Unless you have a strafe bot: https://www.youtube.com/watch?v=5jBe2mp-y5M
1 条留言
>|KoR|<Frisqy.ViruS (ZdrytchX)  [作者] 2017 年 5 月 11 日 上午 6:01 
Okay now the air physics should at least match up.
Physics tick rate went from 100 to 200 to assist bhop acceleration, air acceleration values match up (sv_airaccelerate = "10", sv_accelerate = "10" [that is ground]), ground friction should be close enough. Unfortunately the circle jumping isn't as effective right now but I'm struggling to get accurate values that represent ns1 so the current issue is that I have a choice between having the player take a long time to slow down, or not be able to wall strafe accurately. Inserting the true value of "4" as friction makes the place all slippery, it really isn't as simple as copy and pasting.

This is on my TODO list. As well as getting jetpacks to function similarly, though I do not have effective experience and don't know the values so jetpacks won't come anytime soon.