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Points of discussion regarding trimping:

  • Currently, the player's horizontal velocity is not reduced much (if at all) by the trimp; in Quake based games, trimping traditionally removes a portion of the horizontal velocity and adds it to the vertical velocity. This is something we'll need to test.
  • The trimp strength may need tweaking.
  • We may need to mess with the uphill/downhill code. At the moment, trimping only works uphill. Trimping downhill doesn't add a negative vertical velocity like it does in quake games.

At the moment, the code seems pretty good, it just needs tweaking.