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报告翻译问题








CA - no hmg, dmg through floors on, should match it closer to q3
TDM - Rockets only(like the ffa mode), with a 20-30 fraglimit mebe?
SS1RI : Since pmove_bunnyhop has no impact whatsoever on gameplay for anyone but the complete newbies I'm not gonna bother touching that. Since this is a philosophical issue instead of a gameplay one, I recommend setting your prefered value inside your server.cfg file.
I can't replicate Defrag any better than Race already does. I do have a race factory already for "VQL" physics though. What's missing is mostly maps. They can't be ported just like that since they'll need QL race checkpoints instead of what Defrag used.
-Normal ctf rules
-RL and gauntlet only.
-gaunlet with 200dmg
-no spash dmg (for rocket jumps)
-normal physics (no pql/turbo)
-infinite ammo for RL
-12x quad
here is a video of it:
https://www.youtube.com/watch?v=NxNp2-iAPq4
pmove_bunnyhop is the change in physics that gives additional speed boost so it obvioiusly affects the gameplay and it does so not just for the noobs but for everyone. It cannot be turned off or on on an individual basis because it's a server setting.
Therefore your "Classic FFA" has non-classic physics.
Your "Classic/VQL physics Race" has non-classic, non-VQL physics. (LOL)
Classic TDM is ok.
"Old Weapons Clan Arena" should have old (that is classic) physics as well.
I imagine that an old gametype like "Rocket Arena 3" should have old movement as well if it is to be reconstructed accurately.
Classic CTF is ok.
Ultra Freeze Tag is an old gametype so it should have the old physics as well. None of your freeze tag gametypes have classic movement if fact.
Those are not philosophical issues those are mistakes.
Thank you for your effort to create more gametypes but please fix those.
SSRI : This is pretty amusing since I actually thought you were confusing it with autohop yourself, since that one can have a pretty big impact (it can't be turned off server-side though). I'll ask around to see if pmove_bunnyhop makes a significant impact and might change it.
"pmove_CrouchSlide 1" obligatory
"pmove_RampJump 1" don't make sense on Q3/QL maps so it could be off or paired with "pmove_RampJumpScale 0.5f" or other low value. Also, it requires to set "pmove_ChainJump 0" manually because doublejumping enabled itself when i I enabled rampjumping (why is doublejumping called chainjumping?).