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Air Control Differences between Unreal and RTNP

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gp
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Air Control Differences between Unreal and RTNP

Post by gp »

EDIT: It turns out there is a difference in AirControl within the RTNP playerclass than in the stock Unreal playerclass, making the jumping mechanics different between both games.

There's a difference in air control between 227f and g, at least when comparing while in single player. To test:

Start a new game in 227f, walk out of cell
Jump straight up and hold MoveForward when in air
Notice that you barely move

Do the same in g and you'll instead glide forward

I've played 227f so often, I'm not sure which way it's supposed to be. Though I can get used to this different way, I wasn't sure if it was something that should be brought to the dev's attention as a bug or not.
Last edited by gp on Wed Apr 06, 2011 1:45 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: Air Control Differences between 227f and g

Post by []KAOS[]Casey »

Uh oh. I hope UCC didn't eat a default property. Checking it..
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[]KAOS[]Casey
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Re: Air Control Differences between 227f and g

Post by []KAOS[]Casey »

227f/g work the same for me, aircontrol is identical in both situations in unrealed..

Edit : run timedemo 1. is your framerate capped in 227f and not g? a higher framerate could possibly enable you to move forward faster.
Last edited by []KAOS[]Casey on Tue Apr 05, 2011 11:15 pm, edited 1 time in total.
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gp
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Re: Air Control Differences between 227f and g

Post by gp »

Both installs capped at refresh rate of 60 fps, air control difference reconfirmed.
Last edited by gp on Tue Apr 05, 2011 11:27 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: Air Control Differences between 227f and g

Post by []KAOS[]Casey »

window your game, run the command "editactor class=playerpawn" and check Movement for AirControl.. it should be 0.05000, can you confirm this?
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gp
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Re: Air Control Differences between 227f and g

Post by gp »

OK this is strange...

It's at 0.04000 when loading Duskfalls, but 0.05000 when loading Vortex2.

Edit: It looks like the AirControl is 0.04000 for RTNP maps and 0.05000 for stock Unreal maps.
Edit2: I know it was messed up on Vortex2 before I made the post, but I can't replicate it anymore, RTNP maps still easily verified, though.
Last edited by gp on Wed Apr 06, 2011 1:09 am, edited 1 time in total.
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[]KAOS[]Casey
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Re: Air Control Differences between 227f and g

Post by []KAOS[]Casey »

RTNP does use a different playerclass, it's possible Legend modified aircontrol for some strange reason
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gp
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Re: Air Control Differences between 227f and g

Post by gp »

Is it possible for me to change it locally if I never go online with it? If not, is it something that can be brought to 0.05000 in a future 227 patch?
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[]KAOS[]Casey
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Re: Air Control Differences between 227f and g

Post by []KAOS[]Casey »

I would think we can change this to 0.05 in upak player without a problem, such small change is probably nearly unnoticeable; I don't really know why it would be lowered to begin with.

You can change it locally with "set playerpawn aircontrol 0.05" with a console command, however I don't know if that will persist between maps.
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gp
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Re: Air Control Differences between 227f and g

Post by gp »

I'd vote that upak be changed to .05 for a number of reasons, such as being more accurate with the story of the game. It doesn't make sense that you go back to the same planet and can now jump differently. I know the patch doesn't intend on changing gameplay, but I look at it more as fixing an oversight by legend.
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Shivaxi
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Re: Air Control Differences between 227f and g

Post by Shivaxi »

I honestly never noticed the difference, and never bothered to even try and move in the air, cause it was so discrete that you could barely do it in the first place, so I just made sure I timed my jumps precisely :P
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gp
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Re: Air Control Differences between Unreal and RTNP

Post by gp »

Yeah I figured most wouldn't/won't notice it. :P But I still think it would be a justifiable change in the next patch.
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GreatEmerald
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Re: Air Control Differences between Unreal and RTNP

Post by GreatEmerald »

Wouldn't lowering it break jump puzzles or such? And I guess heightened air control brings it closer to Unreal Tournament feel.
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gp
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Re: Air Control Differences between Unreal and RTNP

Post by gp »

Not in my uneducated opinion, though I'm certainly open to the idea that I might be wrong. :) After all, you can still jump the same height/distance, and you can still target how and where you want to land before the jump. The only difference is how much you can change once you've left the ground. It just feels wrong to me in RTNP because it's different from Unreal in that you can literally change your momentum in the air to a higher degree.
Last edited by gp on Wed Apr 06, 2011 3:52 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: Air Control Differences between Unreal and RTNP

Post by []KAOS[]Casey »

Wouldn't lowering it break jump puzzles or such? And I guess heightened air control brings it closer to Unreal Tournament feel.
RTNP's is lower than stock unreal's for whatever reason. So we'd be increasing it for RTNP, and I don't even recall such jump puzzles
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GreatEmerald
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Re: Air Control Differences between Unreal and RTNP

Post by GreatEmerald »

Oh, it's lower in RTNP. Then it would be fine, I guess. Not that it matters much.
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