KittenIgnition wrote:could someone explain what -128 and upmove 10 are? i havent heard the term upmove yet, but i hear -128 a lot and nobody has explained it yet, even though i asked about a dozen times :<
In Q3 the client transmits to the server usercmd_t values, this struct is declared in qcommon/q_shared.h (or game/q_shared.h):
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// usercmd_t is sent to the server each client frame
typedef struct usercmd_s {
int serverTime;
int angles[3];
int buttons;
byte weapon; // weapon
signed char forwardmove, rightmove, upmove;
} usercmd_t;
-128For -128 cheat only forwardmove and rightmove are important (their values are set in CL_KeyMove() in client/cl_input.c). Normally their values range from -127 to 127. However because they are declared as `signed char', they can range from -128 to 127. The forwardmove and rightmove are processed in game/bg_pmove.c, for example, see PM_AirMove(). You'll get there bigger wishvel (~acceleration) if you use -128.
From the player perspective.. you'll be strafing a bit better when using -128.
reduced upmoveYou probably noticed that on strafe pads you gain much less speed when hitting a pad. It's because you have to press the jump key there. Technically, see again PM_CmdScale(), this function handles a sqrt(2) distortion in speed. The problem is that it's used for fly (fly != air) and water move too, so it "caps speed in 3D". However airmove uses the returned value of this function only for horizontal move. So your horizontal speed is affected also by your upmove.
You can fight against this feature by using the lowest possible upmove value but it has to be big enough to activate a jump. See the beggining of PM_CheckJump(), the `10' value comes from there.
Feel free to ask if there is something unclear.
Edit: fixed some bullshit in -128 explanation.
Luck is evil.