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>> No.10458548 [View]
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10458548

>>10458440
I'll probably put something up for testing in a couple days. Re-writing all the enemy animations as looping functions so they're affected by the skill speed multiplier is taking a while, and I need to test each one.

>>10458487
>iirc diagonal jumping is crazy fast for some reason, different from "normal" Q1 bhopping. maybe not worth fixing as it's part of the appeal, but at least look at the code, might be some weird physics/framerate stuff going on.
It's because Malice sets a somewhat higher cl_forwardspeed, and a much higher sv_maxspeed. This effectively enables a Doom-like diagonal running. If you put 'cl_forwardspeed 360' and 'sv_maxspeed 600' into regular Quake you'll get the same effect.
If I do anything to it, it will be to try to make the always run setting work more like you would expect, but I don't want to change how movement actually feels.
>might be worth inserting a small skill selection map between the tutorial and the intro cutscene
I'll probably just remake the start map with a skill selection in it along with some other goodies. I've put together a comprehensive WAD and FGD, so might as well.

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