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Solid_Fire Server Help Squatter

Age:35 Gender: Joined: Dec 22 2004 Posts: 327 Location: NV. Dont stalk me..plz.. Offline
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Posted: Sat Feb 19, 2005 8:38 pm Post subject: BounceFactor..... |
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Well, I was having trouble with this specific setting... I set it to the default and the walls are still bouncy. i put it to 0 and it still same as 16.
[Misc]
SlowFrameRate=0
MaxTimerDrift=15
AntiWarpSettleDelay=0
DisableScreenshot=0
WarpPointDelay=6000
DecoyAliveTime=3000
BounceFactor=16
SendPositionDelay=10
SlowFrameCheck=0
Can someone please help me with this? Also Im having trouble with when you die, you respawn with 1 energy at the place you died at. I put the Init Energy as the same as Max Energy. anyone know what the problem is? _________________ Unknown Webmaster, Confused Game Player |
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Sat Feb 19, 2005 10:27 pm Post subject: |
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if it's not changing, it's not rereading properly or you're not altering the cfg you think you are, etc
kill:enterdelay |
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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Sat Feb 19, 2005 10:32 pm Post subject: |
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up your respawn delay to fix the kill/respawn problem.
As for the other one
bounceSpeedLossRatio = 16 / BounceFactor
where speedAfter = speedBefore / boundSpeedLossRatio
so 16 = no speed loss,
8 -> speedAfter = speedBefore / 2
32 -> speedAfter = 2 * speedBefore
use a low number (not 0 cause 16/0 is not a real number so 0 just uses the default value. _________________ SubSpace Discretion: A Third Generation SubSpace Client |
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Solid_Fire Server Help Squatter

Age:35 Gender: Joined: Dec 22 2004 Posts: 327 Location: NV. Dont stalk me..plz.. Offline
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Posted: Sat Feb 19, 2005 11:01 pm Post subject: |
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then i wouldnt hit the wall lightly and then fly around the zone twice without hitting the foward button? |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sun Feb 20, 2005 5:26 am Post subject: |
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Bak wrote: | so 16 = no speed loss,
8 -> speedAfter = speedBefore / 2
32 -> speedAfter = 2 * speedBefore | 8 -> speedAfter = speedBefore * 2
32 -> speedAfter = speedBefore / 2 |
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Solid_Fire Server Help Squatter

Age:35 Gender: Joined: Dec 22 2004 Posts: 327 Location: NV. Dont stalk me..plz.. Offline
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Posted: Sun Feb 20, 2005 12:44 pm Post subject: |
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so the higher it is, the walls are less bouncy? |
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Sun Feb 20, 2005 1:04 pm Post subject: |
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the higher it is, the faster you go when you bounce. If bouncefactor is 0, when you hit the wall you will pretty much stop cold. _________________
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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Sun Feb 20, 2005 3:16 pm Post subject: |
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0 is used a lot in the settings to mean default value... like radius 0 defaults to 14(i think it's 14) |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Mon Feb 21, 2005 8:09 am Post subject: |
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D1st0rt wrote: | the higher it is, the faster you go when you bounce. If bouncefactor is 0, when you hit the wall you will pretty much stop cold. | Lies. |
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Gravitron VIE Vet

Age:43 Gender: Joined: Aug 02 2002 Posts: 993 Location: Israel Offline
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Posted: Mon Feb 21, 2005 10:59 am Post subject: |
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Actually, from what I can remember it is the opposite.
The higher the number, the higher the friction, the more speed you lose. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Mon Feb 21, 2005 2:07 pm Post subject: |
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Is anyone reading my posts? From the way grav worded his I can't tell if he even read mine. |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Mon Feb 21, 2005 2:26 pm Post subject: |
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Smong is right. Grav is wrong on general principal.
0 crashes clients, last I checked. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Gravitron VIE Vet

Age:43 Gender: Joined: Aug 02 2002 Posts: 993 Location: Israel Offline
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Posted: Mon Feb 21, 2005 4:25 pm Post subject: |
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Sorry smong, you are the invisible type.
BounceFactor = 0 is a bit akward of a result, you end up being bounced with "extra force" so when you bounce you are split for a fraction of a second to two positions. Where you're at in the moment of hitting the wall and where you will be a second in the "future" so to speak due to the bounce being with extra speed.
If you set bouncefactor to 1 then you can really see quirky results (your thrust at times end up bouncing 5 tiles ahead onto the future before returning to you, this all goes down in like half a second).
I think Bak inversed the primary function, it's bounce-speed-loss-ratio = bouncefactor/16.
Didn't VIE set bouncefactor at 22?
So there's a minimal speed loss, but you still gain enough momentum to maneuver and still not be at full speed from banging walls. |
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