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== Gameplay == {| class="wikitable collapsible collapsed" style="float: right; font-size: 87%;" !colspan=2|Major versions history |- |1.92.02 |September 11, 2010 |- |1.92.01 |July 9, 2009 |- | 1.91.08 | October 2, 2005 |- | 1.91.02 | March 30, 2005 |- | 1.91 | April 4, 2004 |- | 1.90 | July 11, 2003 |- | 1.80 | October 19, 2002 |- | 1.70 | August 10, 2002 |- | 1.50 | March 19, 2002 |- | 1.43 | January 4, 2002 |} [[File:Ws3sp strafes.jpg|thumb|left|Player may use many different jumping techniques to complete a map.]] All maps share the common objective of finishing in the fastest time possible, but there are variations on how this is achieved. Run mode is a flat-out race which the objective is to finish line. In accuracy mode, map is completed after a certain number of targets have been hit with the railgun (a ''Q3A'' sniper rifle). Level mode is similar to run, but map provide a number of alternative ways of reaching the finish line. In fast caps mode, the time is measured since the flag has been taken. Training mode usually requires the successful usage of a particular technique in order to complete the level. There also "freestyle" maps without primary objective, but where the player may practise particular techniques. The type of map can usually be seen in its name, although some do not follow this convention. There are two [[game physics]] and ruleset modes—[[Vanilla software|Vanilla]] Quake 3 (VQ3) and Challenge ProMode (CPM). VQ3 is an original ''Q3A'' physics and game ruleset; CPM is an altered game physics delivered from ''[[Challenge ProMode Arena]]'' modification. It provides a gamemode which includes physics allowing for better air-control, rebalanced weapons, fast weapon switching and improvements of jumping techniques. === Techniques === The completion of a ''DeFRaG'' map requires the use of a variety of trickjumping techniques. Most Training maps involve only one or two methods, but some more complicated Run and Level maps can require any number. Various map sections can require quick timing, combination, and flawless execution of several techniques. ==== Jumping techniques ==== Jumping techniques allows a player to move faster, farther and/or jump higher. The most common techniques included in ''Q3A'' and ''DeFRaG'' itself includes [[bunny hopping|bunny-hopping]], air strafing, [[strafe-jumping]], circle-jumping, ramp-jumping, ''etc.'' Bunny-hopping is the most basic method of fast movement in which player is jumping repeatedly instead of running in order to move faster.<ref name="ESR" /> Strafe-jumping (SJ) is a technique necessary to complete the majority of ''DeFRaG'' maps, and is considered to be the most fundamental technique in trick jumping. It is only possible because of a specificity of the game's physics unintentionally allowing moving vectors to add up to greater acceleration. Basically, no matter if the player's character is moving on the ground (running) or is airborne (jumping), the [[game engine]] always strives to limit its speed. However, already in the original ''Quake'' it was discovered that by non-trivial timed sequences of striking the direction keys (involving moving sideways, "[[strafing]]" in gamer language) and movements of the mouse, this limitation of speed could be overcome. As the [[Quake series#Engines|''Quake'' engines]] are the basis of many games, the possibility of strafe jumping is existing within other games, too. But ''Q3A''<nowiki>'</nowiki>s trickjumping community has done the most thorough research on strafe-jumping,<ref>{{cite web |url=http://www.funender.com/quake/info/strafing_theory.htm |title=Strafing theory |author="injex" |work=Funender |date=2005-07-07 |accessdate=2007-05-17}}</ref> and also developed several distinct sub-techniques including single-beat strafe-jumping,<ref group=nb>'''Single-beat strafe-jumping ''' is the most common variant of strafe-jumping. The player runs forward, jumps off the ground, in addition to the forward key immediately presses and holds one of the sidestepping keys, and, by moving the mouse, looks into the same direction as the initiated sideways movement. Very shortly before hitting the ground again, the player once more hits the jump button (this way contact with the ground is minimized and friction cannot set in) and immediately strafes and looks into the other direction. By flawlessly repeating this sequence, acceleration can be increased. But with gaining velocity, the angle of the [[Free look|mouselook]] has not only to be adjusted, but has also to be ever more precise, which makes strafe-jumping a demanding task.</ref> single-beat strafe-jumping with airchange,<ref group=nb>'''Single-beat strafe-jumping with airchange''' is essentially the same as single-beat strafe-jumping with the difference that the direction of the sideways movement and of the mouselook is turned to the opposite side in the middle of the second jump after takeoff instead of immediately turning after the first jump. After those first two jumps, the players usually do not apply this technique anymore.</ref> double-beat strafe-jumping,<ref group=nb>'''Double-beat strafe-jumping''' is essentially the same as single-beat strafe-jumping with the difference that the direction of the sideways movement and of the mouselook is turned to the opposite side not every, but only every second jump.</ref> half-beat strafe-jumping,<ref group=nb>Since acceleration only depends on the vectors of input, there are alternate ways to strafe-jump. The basic idea of '''half-beat strafe-jumping''' is to reduce the mouse movement by starting with a normal strafe-jump and then continue by only pressing the sideway movement key of the other direction. The vector (and thus the place where to point the mouse) is very close to the vector of the first normal strafe-jump. Hence the name half-beat.</ref> and inverted strafe-jumping.<ref group=nb>'''Inverted strafe-jumping''' is, since all strafing techniques are one kin, just another way to use the acceleration vectors. The idea is to only use the sideways movement keys, which will result in the exactly inverted movement of normal single-beat strafe-jumping.</ref> The ''DeFRaG'' mod includes a helping tool, the Camping Gaz [[HUD (computer gaming)|Head-Up Display]] (CGazHUD), which provides conveniently graphically formatted real-time feedback on acceleration and angles involved. Circle-jumping (CJ) is based on the same principles as strafe-jumping; circle-jumping more often than not is used as the starting technique for a strafe-jumping run.<ref group=nb>In '''circle-jumping''' the player starts by facing at an angle of [[Right angle|90°]] to the direction she/he intends to go. Then she/he starts going forward, adds sideways movement into the intended direction, and simultaneously turns the mouselook into the same direction. When facing into the intended direction she or he hits the jump button, keeps pressing forward and strafe, and goes on turning the mouselook. When flawlessly executed speeds of more than 500 ups can be achieved.</ref> Another technique involves ramped surfaces and it's called ramp-jumping; jumping on a ramped surface gives a height boost.<ref name="ESR">{{cite web|title=Learning How to Fly, Literally|work=ESReality|url=http://www.esreality.com/?a=longpost&id=528333&page=2|accessdate=2008-03-24|author="swelt"|date=2003-10-20}}</ref> Air strafing can be done when the player is in the air, simply keeping him-/herself aligned at the optimal angle in relation to where the player wants to go, making the player go farther and faster whilst airborne; one of the methods for reaching difficult places. ==== Weapon techniques ==== [[File:Defrag-plasma-climbing.jpg|thumb|left|Plasma-climbing]] Weapon-jumping techniques requires the player jumps off the ground and, by using the proper weapon, immediately afterwards fires a bullet (rocket, grenade, plasma or BFG plasma) onto the spot on the floor exactly or very near beneath her/him. The shockwave of the resulting blast delivers momentum to the player's character and propells her/him higher into the air than possible by regular jumping. The gain in momentum can be used for vertical, horizontal, and diagonal movement. In ''Q3A'' four weapons makes self-splash damage and can be combined with each other—rocket and grenade launcher, [[BFG10K]] and plasma gun. [[File:Defrag-multiple-rj.jpg|thumb|right|Multiple rocket-jump]] [[Rocket-jumping]] (RJ) is the only tricking technique using a weapon that can commonly be observed in ''Q3A'' professional deathmatch competition—in spite of the resulting cost in health with self-inflicting [[splash damage]] enabled in this game mode. Depending on the size and topography of the map and proper synchronisation, two or larger number of rockets can be timed to impact on the very same spot a fraction of a second or n-th after the player arrives there. Thus the player can capitalize on the added momentum furnished by the detonation of multiple projectiles, accelerate substantially and travel long distances airborn. When playing in ''DeFRaG''<nowiki>'</nowiki>s multiplayer mode, projectiles fired by other players can be used as well. Grenade-jumping (GJ) is a technique which demands more exacting timing, because the grenade-launcher's projectile ricochets after it is launched, and its detonation is delayed. Combining more than one grenade in order to make GJ is also possible but may require more players due to detonation delay. [[BFG10K|BFG]]-jumping is a technique kin to rocket-jumping, and only insofar different as the BFG has a higher [[rate of fire]] and makes more splash damage. Plasma-jumping, also called plasma-hopping, is a technique in which plasma gives slight boost to the jump. Team tricking weapon-jumpings requires teamwork with minimum one additional player. In ''DeFRaG'' every weapon can be used in this technique; the other player's weapon may deliver additional momentum. Most common team techniques includes gauntlet-, rocket-, grenade- and rail-jumping. The plasma gun can be used to climb along walls (a technique called plasma-climbing). The vertical climb is the most basic variant. The successive recoil of the gun's rapid fire then lifts the player up the wall. By various combinations of direction-keys and mouselook horizontal and diagonal paths are possible as well. Expert performers can change the directions of travel en-route, climb down and up again, climb along curved walls, and hit high walls from mid-air to plasma-climb in any direction. ==== Techniques exploiting bugs ==== Techniques exploiting bugs capitalize on [[Software bug|flaws]] in the game engine which in some maps lend special qualities to certain locations resulting in ''Q3A'' physics anomalies. If at particular spots the player falls from a certain height to the ground, they will be catapulted up again, although no jumppad is present (the technique is named overbounce). Overbounces can be combined with weapon techniques. The ''DeFRaG'' mod includes an "overbounce detector", a tool helping the player to identify locations in maps where an overbounce is possible. A variety of overbounce opportunities has been discovered, made into techniques, and have been named accordingly: vertical,<ref group=nb>'''Vertical overbounce''' (VOB), sometimes referred simply as Overbounce (OB)—The player falls from a certain height, without any sideways movement whatsoever, and is propelled up vertically again without loss of damage. It occurs when a player has 0 velocity in the XY components of the velocity vector (no horizontal speed).</ref> horizontal,<ref group=nb>'''Horizontal overbounce''' (HOB)—The player falls and has lateral movement. When hitting the ground she/he will receive substantial momentum and be catapulted in the direction of the prior lateral movement. It occurs when a player has more than 0 velocity in the XY components of the velocity vector (horizontal speed exists).</ref> sticky,<ref group=nb>'''Sticky overbounce''' (SOB)—The gamephysics allows the players to have tiny offsets from the ground. These height changes occasionally produce new overbounce heights. Usually the sticky offset also produces an ob height to the ground the player is standing on, which can be used for small speed gains. There are two types of sticky overbounces—same height platforms and different height platforms. Same height platforms variation essentially cause the player to overbounce on the next jump, assuming that the landing will be on the same platform where the jump originates, or another platform that is at the same height. Different height platforms variation may also create an overbounce height for a platform below, for a height that is not normally an OB height. Sticky overbounces for same height platforms are useful for small speed boosts.</ref> diagonal ("weird"),<ref group=nb>'''Diagonal overbounce''' (DOB), also called weird overbounce (WOB)—As with the horizontal overbounce, the player falls and has lateral movement. When hitting the ground she/he taps the backward-key and is propelled diagonally into the air.</ref> zero-ups diagonal,<ref group=nb>'''Zero-ups diagonal overbounce''' (ZDOB), also called zero-ups weird overbounce (ZWOB)—An overbounce very similar to the DOB, just that it occures if the player hits the ground with zero X- and Y-axis speed and adds a very small movement at that very frame. This will result in a propelling comparable to the DOB, but more efficient.</ref> and slippery diagonal overbounce.<ref group=nb>'''Slippery diagonal overbounce''' (SDOB)—When the player hits a slippery surface out of an overbounce height with a small speed from 1 to 6 ''Quake'' ups, he/she will be propelled diagonally into the air, basically behaving like a DOB or a ZDOB.</ref><ref>{{cite book|year=2005|title=Overbounce Detection/Prediction|series=DeFRaG 1.91.08 official documentation}}</ref> At certain locations when a player steps near a wall and jumps to it she/he will end up "sticking" to the wall in mid-air. Now the player can perform a speed-gaining technique like strafe-jumping without her/his character moving from the spot, but "accelerating" nevertheless. This is a real anomaly as the player character does not move in gamespace, but the game engine ascribes ever higher speed to it. The player then can "unstick" from the wall by firing a splash damage weapon into it, and subsequently will move with the speed gained "on the spot". This technique is called "sticky wall" or "rebounce".
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