rtcwmp-com / rtcwPro

RtcwPro - Competition Mod for Return to Castle Wolfenstein
http://rtcwpro.com
GNU General Public License v3.0
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g_knockback 500 reduces overall explosive knockback #358

Closed rtcw-online closed 3 years ago

rtcw-online commented 3 years ago

There is some code in g_knockback which is manipulating the knockback for explosives based on using a value of g_knockback 100.

        // L0 - Now by default knockback is set to 100 (was 1000) so if it's not touched
    // multiply nade and AS to 1000 so it acts and feels like default
    if (dflags & DAMAGE_RADIUS) {
        if (g_knockback.integer <= 100)
            knockback *= 10;
    } // End

Match configs have been updated to use 500, which means this overall explosive knockback has been reduced.

I can see vanilla has a g_knockback value of 1000, does anyone also have any insight into why g_knockback has been changed to 500? and before that 100?

My understanding of the code is that knockback based on damage value and capped at 200. Meaning g_knockback can just be set to 1000 and the block above removed. That is unless their is evidence osp changed how vanilla knockback worked.

Thanks

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natelo commented 3 years ago

Knockback is applied on damage for mainly two scenarios: Explosions and when you are shot at.

“Shot at” bit was reduced to 100 while other damage stayed default. That meant, that on exploding nades, pf arc and alike stuff, behaviour was the same as in vanilla while being shot at would not push players back too much as that rendered in some scenarios a really slugish feeling.

rtcw-online commented 3 years ago

Yes that makes sense, but g_knockback has now been set to 500 in mod.cfg and in match configs making that block no longer fix knockback to the correct value for explosives.

So we are currently in the scenario with more bullet knockback and less explosive knockback than before which to me at least feels really strange.

I don't know what value is the 'best' for bullet knockback but I think explosives should stay at 1000 even if g_knockback is greater than 100 and less than 1000

natelo commented 3 years ago

Actual knocback is locked to 200. Only explosive stuff is post processed and (g_knocback) value depended.

Setting it to 500 will shown as half-effect. My experience was that between 800 and 1000 (default) is Ok. Albeit actual feeling of effect can vary as at least on 1.0 math went off when they've set higher speeds as momentum or stuff like bunny jumps.

As far as why it has been set to 500, can't comment on that. Generally it should be 1000 but that may be a typo which they've tried to fix. Ref: https://github.com/rtcwmp-com/rtcwPro/commit/4d62fbe22badac43698a5b7cad37371108d51fcf#diff-f0bff1c1d760e88bd72d60ab43e2b7c9b0a76e0b25dec5c8bd4a454ff8ec9c12

krazykaze81 commented 3 years ago

When using knockback values of 800/1000 the overall knockback from weapons is so strong that no offensive team stands a chance against a crossfire. We have tested value of 500 and it seems to be a good balance so far.

natelo commented 3 years ago

What weapons exactly? SMGs or we're talking explosives like nades, pf, mortars?

As it should affect later and always have just a small nudge/push on SMGs/Handguns or Knifes regardless of value set in cvar. If that's not the case then something is not working as intended.

krazykaze81 commented 3 years ago

SMG fire with antilag turned on feels like it pushes players back more which is why the knockback values came into question.