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SuperTraceWalk updated!

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SuperTraceWalk updated!

Postby Urre » Sat Jun 07, 2008 8:28 pm

Here you go, an update to SuperTraceWalk, the ever awesome derivate of TraceWalk testing, with lots of useful updates. Here's straight outta the readme:

Code: Select all
Update 7/6/2008: Updated with the following features:

- Time limited calculation! Significantly increases performance
- No airborne stairstepping to match Quakes behavior
- Better goal matching, with option to use old behavior
- Supports regular SV_PlayerPhysics without modification
- Swimming!
Optional features supported when uncommented:
= Quakes WaterMove to match water friction speeds better
= CheckWaterJump to jump out of water
= Windtunnels (NOTE: use at own risk, as PUSH_ONCE is not supported. Then again, I've never seen a Quake map use that)


Have fun and enjoy!
I was once a Quake modder
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Postby Electro » Sun Jun 08, 2008 5:16 am

Hell yeah, the godsend for bot development ;)
Nice work dude (assuming it all works! HEHE)
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Postby Error » Sun Jun 08, 2008 7:57 am

awesome... it's nice to see someone still working on quake AI.
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Postby Urre » Sun Jun 08, 2008 8:20 pm

I really should have made the client in the example mod use the physics used by STW only to demonstrate how accurate it is, but wanted to make a release instead of hacking that in. Can be done without hacks ofcourse, if you modify SV_PlayerPhysics, which I didn't want to do for the sake of plugin-ness. I use this sort of qc physics for all my FPS games made in DP.
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