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Howdy,

Do I just have to "deal with it" as far as skating goes in the the Quake series on a newer computer or is there a solution my search foo just isn't coming up with?

Now if it's not referred to as "skating" any more I mean the fact that I seem to travel a block/square/insert whatever form of measurement here, after I release the foreword button.

It's not totally game breaking but it sure messes me up. Yup I have fallen off ledges a few times now. I do not remember having this problem back in the day.

Thinking about it those were fun times, trying to get just the right controls mapped to throw grenades while on the move or grenade/rocket jumps and on and on. Man did I feel great when I got SLI Voodoo 2's up and running... Couldn't imagine it getting better then that... That didn't last too long huh? Little did we know...

I digress, sorry.

Been away a long time as you can tell, any simple fixes for this?

Thanks in advance for any replies!!
This question / problem has been solved by QWEEDDYZimage
I dont know eng so good to understand. Just remind you that there is "run" movements. You can enable it in console\settings as "always run". Use [Shift](?).

Or there is special mevements without both alwaysrun-on option and sprint button that speed you up. Diagonal strafe movements lead to "run", same as "sliding" at walls - slipped to wall can block you or speed up you).

And probably it affect some other movements. Im not sure how it be in Q1... and even in Q2. I always prefer alwaysrun-off and do that diagonal movements, so maybe there is some glitch-feature with movements\immediate firing that i dont notice because I'm already used to it.

There is some glitch with movements in current Steamworks GldSrc, but not in Quake.

How about FPS? It should be not higher than 90 or probably even lower... yep, by default is 72. Better keep it like that or maybe even strict to 60...?
avatar
QWEEDDYZ: I dont know eng so good to understand. Just remind you that there is "run" movements. You can enable it in console\settings as "always run". Use [Shift](?).

Or there is special mevements without both alwaysrun-on option and sprint button that speed you up. Diagonal strafe movements lead to "run", same as "sliding" at walls - slipped to wall can block you or speed up you).

And probably it affect some other movements. Im not sure how it be in Q1... and even in Q2. I always prefer alwaysrun-off and do that diagonal movements, so maybe there is some glitch-feature with movements\immediate firing that i dont notice because I'm already used to it.

There is some glitch with movements in current Steamworks GldSrc, but not in Quake.

How about FPS? It should be not higher than 90 or probably even lower... yep, by default is 72. Better keep it like that or maybe even strict to 60...?
Thanks No Worries on your "English", I can read it just fine.

Always run will always be turned on for me so not much I can do about that but I can try it just for the heck of it to see if I "skate" at all even then.

I can look into limiting FPS and see what happens as well.

Like I said not the end of the world but it is something I noticed and had a problem with right from the start or even before when you choose difficulty. Went sliding right up to the edge and wondered what the heck was going on.

Thanks for the reply!
Hmm,

Been a long week or so, checked back in and Crickets......

Nobody else has had this problem huh?

Oh well, I tried.

Haven't had time to play anyway, still have to look at the above maybe something there.

WELL WELL!

Some time over the holiday to play. Tried turning off "always run" and that more or less did the trick. I guess I was thinking from my days of Quake Deathmatch that I wanted that on.

So @QWEEDDYZ if you ever see this, YOU WERE RIGHT! Thanks for the push in the right direction!!

Man, did I ever loose what skills I had... But, it's still FUN!!
Post edited December 26, 2021 by TempusT