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milosi
Post subject:   PostPosted: Apr 10, 2008 - 12:10 PM
Cant Get Enough
Cant Get Enough


Joined: Aug 21, 2006
Posts: 77
Location: Hungary
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"Finally Milo, nothing wrong with rockets dmq/dmc.. thats either latency/network problem or your imagination running away ^^"

"I think the rockets are just different."

Smile Smile
 
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Tayste
Post subject:   PostPosted: Apr 10, 2008 - 01:12 PM
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hehe.. you said they suck, and rocket is the problem... I think they just different, but nothing wrong Wink

I couldn't find the differences when I compare them, but someone told me they thought it was that the rocket have further to travel than in QW, or something like that. Or the other way around... =)

Either way I love rockets ^^
 
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sQurGe-oM
Post subject:   PostPosted: Apr 10, 2008 - 02:08 PM
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qw: rocket starts in front of player
dmc/q: rockets start behind the player

speed is exactly the same

that's what it's all about... mfrx told me that some time ago and that he tried to change the behaviour so that in dmq the rocket would start in front of the player, but when he tried it he recognised the player would kill or injure himself, even when he or she would fire straight forward...
 
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mfrx
Post subject:   PostPosted: Apr 10, 2008 - 02:20 PM
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Very true sQ. Something else you can change to make QW feel more like DMQ is to change the height of your eyes. I can't remember the variable name I'm afraid, but it does help.

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Tayste
Post subject:   PostPosted: Apr 10, 2008 - 02:32 PM
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wow my memory is gifted with luck ^^
well, when there are only 2 options it ain't that amazing I suppose ^^

"but someone told me they thought it was that the rocket have further to travel than in QW"

"qw: rocket starts in front of player
dmc/q: rockets start behind the player"

What I would like to bring discussion... what difference /impact does this have on the game?

And yeah, I feel like i've been shrunk in QW.. I have never played dmc with lowered eye level.. that would be really interesting! Didn't know it was possible! Edit: oh, i just realized you said you can change it in QW to make it feel like DMC... cool =)

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milosi
Post subject:   PostPosted: Apr 10, 2008 - 08:26 PM
Cant Get Enough
Cant Get Enough


Joined: Aug 21, 2006
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Ahh, my imagination is not that bad. I can imagine a directly telefrag too Smile
 
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sQurGe-oM
Post subject:   PostPosted: Apr 10, 2008 - 11:31 PM
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tayste asked: what difference /impact does this have on the game?

in normal 1on1, tdm, ffa nothing important, because you can handle it very easy there, just like in qw... the only big impact/difference is in midair i think since you've got to get the feeling of a delay, which is caused of a longer way the rocket got to travel, to kill...

if that "delay" would not exist it would be quite more comparative... well, thats just my opinion...

cmd for qw for higher eye-level: v_viewheight "-6", well someone told me -6 would be quite like dmc/q and would be also the best option, dunno whether thats true, but i just believe in it ^^
 
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Tayste
Post subject:   PostPosted: Apr 11, 2008 - 02:26 AM
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nice ore ty mate =)
I understand what you mean about midair, my rocket aim isn't better in QW though.

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DrDirk
Post subject:   PostPosted: Apr 12, 2008 - 03:05 AM
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So who uses a jump script? I am trying to adjust to not useing one and have found i cant bunny for $h!t. Suggestions?
 
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sQurGe-oM
Post subject:   PostPosted: Apr 12, 2008 - 12:26 PM
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i use a jumpscript for DMC(Pro) because using the dmq-client.dll jump is a bit fucked in DMC(Pro) (but i could also delete it, since i mostly play DMQ)

and something about Shaft being to easy in dmq: it is not! you need to aim more than praying for luck (like u have to in dmc/dmc pro)

in dmc(pro) shaft is mostly useless... (well before steam times it wasnt using ex_interp... but that was also a bit cheaty command... since to much interpolation is like a semi-aimbot) since you are not able to tell where the shaft is really at, at the moment you are using it... in the end its more of a waste of batteries...

so worship the dmq-shaft! use its might! Razz
 
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Tayste
Post subject:   PostPosted: Apr 12, 2008 - 03:53 PM
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Suggestions:

play dmq.

Questions:

why play without jump script in dmc?

Thoughts of a noob :

All the script does is increase the number of frames in which you have to press jump in order to not lose your speed.. if anyone ever played fighting games like Soul Calibur will have heard of a term known as JF... (Just frame).. they are moves where the button has to be pressed within 1 frame of gameplay for it to work. (most people play with 70+ frames per second in dmc). However, even with the script, once you manage to reach a certain speed the game simply will not let you keep it, and you get a forced fail jump.. as if you stepped on glue.

It does not allow you to move faster than without using a script.. just opens the game to what should be allowed, but cannot be done because we are humans not bots.. the game allows bhop, but no one can consistently JF.. It is not unfair on other people, if you can't bunnyhop, it will not suddenly make you able to bunnyhop.. it is not a magic answer.. QW made movement more freeform too.. DMQ is awesome.

This is a good DMC jump script, 2 jumps instead of 1. It turned bhop from JF into possible.

bind "SPACE" "-jump;wait;+jump;wait;-jump;wait;+jump;wait;-jump"

This is no difficult discovery either... no big time hax like some people seem to think. About 6 months after DMC came out I was experimenting with jump binds wondering why my bunnyhop was so inconsistent.. anything you can edit in cfg is your own choise..... Solution was found.

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DrDirk
Post subject:   PostPosted: Apr 12, 2008 - 09:01 PM
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Matt Damon
 
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