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
game.dll. The console variable
sv_maxspeedseems 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
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:
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...
[trinity] track and field style faster running?