Acrobat Posted August 21, 2015 Posted August 21, 2015 blackout time of 7:48 improved from source's time Youtube below therfiles likes this
ent Posted August 21, 2015 Posted August 21, 2015 Now do with default base force regen. Setlec, Sentra, Raz0r and 1 other like this
Clan FJA Posted August 22, 2015 Posted August 22, 2015 Incredible ! Now do with default base force regen. +1
Circa Posted August 22, 2015 Posted August 22, 2015 Because they think it's fun? Because they like Jedi Academy? Grab, Artemis, Darth Martyr and 1 other like this
Acrobat Posted August 22, 2015 Author Posted August 22, 2015 A-mountain isn't quake map though since I made it. Grab, Darth Martyr, eezstreet and 1 other like this
Grab Posted August 22, 2015 Posted August 22, 2015 So... we shouldn't do it just because it's possible in quake? ShakeThatSalt and eezstreet like this
Acrobat Posted August 22, 2015 Author Posted August 22, 2015 Now do with default base force regen. You have a fast cap flag fun on youtube of it that looks like it loads in ups server, which is the same server the run I posted was done on. ups has g_forceregentime 0.
Darth Martyr Posted August 22, 2015 Posted August 22, 2015 You have a fast cap flag fun on youtube of it that looks like it loads in ups server, which is the same server the run I posted was done on. ups has g_forceregentime 0. At the time Blackout did his run, the forceregen time was 0 yes. ent's talking about doing it with forceregen of 200. Don't worry about it though Acrobat, more is to come in time >: D Xanemus and Circa like this
Acrobat Posted August 23, 2015 Author Posted August 23, 2015 g_forceregentime 0 is the same setting as g_forceregentime 200. Do same thing
ent Posted August 23, 2015 Posted August 23, 2015 Orly? On base?You have a fast cap flag fun on youtube of it that looks like it loads in ups server, which is the same server the run I posted was done on. ups has g_forceregentime 0. Done on the local base server. Not any ups.
blackoutz Posted August 23, 2015 Posted August 23, 2015 https://youtu.be/0bombvmYFOg default base force regen, didnt really go for a specific time just kinda ran it but time was 18:22:15 and recorded on the 21st @@ent ent and Xanemus like this
ent Posted August 23, 2015 Posted August 23, 2015 , oh, nice.Try this next time: http://www.igmdb.org/?page=render.
Darth Martyr Posted August 23, 2015 Posted August 23, 2015 @@ent I didn't use that because I wanted control over the video on YouTube and I also wanted a timer on it.
therfiles Posted August 27, 2015 Posted August 27, 2015 This is pretty crazy stuff. Good work! Circa likes this
Circa Posted August 27, 2015 Posted August 27, 2015 So sorry you think it's pathetic. People have fun with it, and competition is competition. Just because it's similar to another game that has a bigger competition base doesn't mean people can't do it in JKA too. Otherwise, you could say the same thing for any gametype, really. CTF was in games before JKA, does that make JKA's CTF community pathetic too?
afi Posted August 27, 2015 Posted August 27, 2015 I don't really see the problem here. No one (in this thread) claimed that Defrag in Jedi Academy is better than anything else. Obviously we had our problems with some of the ups guys but all these guys are doing is playing custom maps on a mod server. There are many mods and many maps in this game, no reason to get angry about.
videop2 Posted August 27, 2015 Posted August 27, 2015 So IMO the main problem with all the other defrag games is that you can only do 1 course per map*. Which means the course you do is decided by the server, not yourself. So in order to even try a bunch of courses you need to invest a huge amount of time waiting for the server to change to new maps or play on an empty server and wait for your votes to pass. (I think its possible to have multiple courses per map on projectRIK and possibly reflex, though I havn't seen it done at a level even close to how it is in JKA). Also, other games are setup where the only thing you can do in the server is race, instead of being able to toggle out of racemode and duel someone for a few minutes as a change of pace. Basically this just means its even more of a time investment on other games if you want to do combat.Furthermore:Quake3 defrag - Upmove physics bug, velocitysnapping, only 2 physics styles, limited features.Reflex - Leaderboards(?), only 1 physics style, limited features, UI speedometer+strafehelper is delayed by ping, still has a long way to go.Warsow - Only a few physics styles, and it was more dead than JKA defrag as of a few months ago (not sure on either now). This is my favorite one on the list, but like I said its dead.ProjectRIK - Has a sorta weird setup for physics sets, where the leaderboards are split up based on what strafe-style you use (halfbeat/fullbeat/etc). Probably has the most potential out of any of these, given that it stays somewhat active.Xonotic - I don't know much about this, does it even have online leaderboards?Enemy Territory - Only 1 physics set(?), probably less suited for defrag than any other game listed including JKA, but they still made it work sorta. Don't know of any online leaderboards.Quake live - Bad maps, poor leaderboards, limited features. Most of the maps take like 6 seconds to complete.@Map originalityEven warsows maps are ports of Q3's maps. I know a lot of questions have been asked about porting q3 maps to rik/reflex but I'm not sure if its even possible yet. And from what I've seen, the majority of the reflex/RIK(?) maps are more "challenge" maps as opposed to pure speed maps.@That JKA Trickjump videoThe best part of that video is 3:44 IMO, done by Evasion aka BK aka #8 on the ups leaderboard. Even the part linked was done by BK/energy.@CompetitionNot to mention there have been people from other defrag communities (wsw and q3 atleast) who have played here. (Pinkname, hunnybunny, tuhmapoika, etc). They did well but not the best by any metric.@"Gaining speed with force jump"I don't know what this means, its been mentioned a few times but I think everyone knows forcejump (instead of bhop) doesn't directly affect your horiz speed? Ofc im not saying any one defrag game is the absolute best, just answering some of the questions in this thread. Also I don't even know why defrag was brought up since A-mountain is not at all a typical "defrag" map, its more like a challenge/torture map that I mentioned before. Btw base settings = forcepowers + weapons too. Back on topic, the link pivot mentioned:
videop2 Posted August 27, 2015 Posted August 27, 2015 Well, the JKA defrag in question has added CPM/air control physics just like how Q3 defrag has added CPM physics.JKA defrag uses the same approach quake live race did for weapons, inifite ammo for rockets. (same speed/dmg/muzzlepoint as q3 rockets btw).Upmove bug:In Q3 your horizontal speed is affected by your upmove cmd in PM_CmdScale. This led to scripts/cheats that would send the lowest possible upmove for the lowest possible duration to avoid speedloss. RIK/Reflex/WSW ditched this but it still remains in Q3. Velocity snapping:https://projectrik.com/forum/max-accel-anglesRik, warsow(?), reflex(?) ditched it, but it remains in defrag.Q3 Defrag has CPM and VQ3, JKA defrag has siege, jka, cpm, vq3, wsw, cpm+forcejump, rocketjump q3/cpm, swoop, jetpack.Just to be clear, my argument was never that JKA physics are necessarily better or more dynamic for strafe, just that the extra features and multi-course per map functionality makes it more worthwhile. Certainly some people perfer JKA style physics but I don't know how I would form an agrument saying its better.
Grab Posted August 27, 2015 Posted August 27, 2015 Yes, jka's ctf community is quite pathetic too ... It just so happens to be that there are literally aspects in there, that you can not find in better, and solid games, like quake. So it's being played. I have yet to see why that would also apply on jka 'defrag', hence the question. Further, no, you can't say that about every other gametype and no it's not just 'similar' ... it's literally based on quake. https://jkhub.org/images/fE80iHH.jpg Could you explain me why is ctf community pathetic(too)?
videop2 Posted August 27, 2015 Posted August 27, 2015 Right, so. Why am I - so often - seeing someone doing large maps, with large corners, that don't seem to go particularly quick (relatively)? You all just .. accept bad map design? Or is it - like I mentioned in my very first comment - more like something that happened because of maps that were designed like that in jedi outcast? I don't really follow.. 90% of the maps played are ported from quake 3. They are pretty standard Q3 defrag maps. When someone says a map is "from jk2" in this context they usually mean it was also ported to JK2 from quake 3. Same with when someone says a map is "from warsow". So to say that those maps are badly designed and then to say people should play q3 defrag instead is somewhat contradictory. I don't know what maps with "large corners" means, or "particularily quick" means (time or velocity)? There are plenty of short courses, as well as courses with high average velocities.
videop2 Posted August 27, 2015 Posted August 27, 2015 JKA CPM run with sharp turns and air control, ok. https://www.youtube.com/watch?v=EMdOtuJrRWY&list=PLUne1zELrE5l5c6rEQmJd29x0cOoR66A1&index=2 edit: heres another I'll make a note to upload more CPM runs if I ever get around to uploading often again. (I mostly focused on JKA style in the past). But whats more relevant is that sharp 180 degree turns are not the norm in q3 defrag, and in WsW (the game and the jka mode) they are usually dealt with by using dash not air control. Kane likes this
Kane Posted September 9, 2015 Posted September 9, 2015 the japro defrag mod is rly good imo, disables exploits like wallbug/upmove while staying true to the pure cpm physics of quake defrag. there is no guns with the cpm movementstyle, there is 2 styles called rjq3/rjcpm that behave like vq3 with rockets, cpm with rockets. this vid is a first person view of me doing killua-hayaku equivalent ranking on quake defrag - http://q3df.org/records/details?map=killua-hayaku
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