Author Topic: Bouncy players  (Read 3865 times)

Vector_Matt

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Bouncy players
« on: January 12, 2007, 02:11:38 pm »
In the map I'm working on, when I'm a human and I jump, the human keeps bouncing until I move, turning and shooting have no effect on the bouncing. Also when I'm a dretch and I have wallwalk on I can walk on top of slick without sliding, which is fine, but when i turn wallwalk off, I just bounce higher and higher until I hit the ceiling, then the bouncing starts over. Does anyone know what the problem might be?

Odin

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Bouncy players
« Reply #1 on: January 16, 2007, 06:12:53 pm »
LOL

gareth

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Bouncy players
« Reply #2 on: January 16, 2007, 06:44:00 pm »
Quote from: "Odin"
LOL

QFT

rdizzle

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Re: Bouncy players
« Reply #3 on: April 24, 2007, 05:41:55 pm »
Quote from: "Vector_Matt"
In the map I'm working on, when I'm a human and I jump, the human keeps bouncing until I move, turning and shooting have no effect on the bouncing. Also when I'm a dretch and I have wallwalk on I can walk on top of slick without sliding, which is fine, but when i turn wallwalk off, I just bounce higher and higher until I hit the ceiling, then the bouncing starts over. Does anyone know what the problem might be?


Do not try to fix this.  Please build a map around this innovative feature.  Bouncy ball tremulous sounds fantastic!!

TinMan

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Bouncy players
« Reply #4 on: April 24, 2007, 09:46:21 pm »
This is sometimes called a "bounce bug" or "rebound", you'll find it commonly talked about by people who trick jump in games that use the Quake 3 engine and with DeFRaG players.

I'm not sure of how to "fix" it, but I know that it's easier to use the bounce bug with cl_timenudge enabled and a maxfps of 125.

I found some more random info on it here: http://ask.slashdot.org/comments.pl?sid=228701&cid=18547097
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Undeference

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Bouncy players
« Reply #5 on: April 24, 2007, 11:05:10 pm »
Try it with a post-svn862 game.qvm.
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Stof

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Bouncy players
« Reply #6 on: April 24, 2007, 11:09:14 pm »
The "rebound" bug happens when the player is in one frame at less than a quarter unit from the ground, and at the other frame, the player collides with the ground. At that point, it the player has exactly 0 horizontal velocity, he'll jump back with as much vertical speed as he had when falling, effectively allowing him to rebound to the same height than before. If instead the player has some horizontal velocity, then the vertical speed will be nearly completly converted to horizontal velocity after the rebound in the direction the player was moving before touching the ground.

Constant framerate doesn't make rebound more likely but more predictable. If say you always play with 125 fps ( which has nothing to do with rebound but with strafejump ), then you'll in time now perfectly that jumping from point A to point B in that specific map will always make you rebound. If you play with different fps, all those common spots will stop working and you'll have to find new ones.

Finding those spots is as easy as using the rebound detector option in the defrag crosshair :)
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18 ) Make it too tough for the enemy to get in and you can't get out.