Board index DeFRaG How to DeFRaG

How the ground boost and teleporter jump works

Users helping users.

Re: How the ground boost works

Postby Michael [RD] » Jan 15th, '11, 8:58 pm

Me certainly not. What is QuakeC?

QuakeC is an interpreted language developed in 1996 by John Carmack of id Software to program parts of the computer game Quake. (http://en.wikipedia.org/wiki/QuakeC).
However, it used only in quake and quake2 engines.
In quake3 engine they switched to native libraries (<dll> on windows and <so> on linux) and normal compilers of C and C++ (like lcc for example).
I'm not sure, but it seems to me that the virtual machine and the interpreter will still remain as part of the internal implementation.
Michael [RD]
 
Posts: 11
Joined: Jan 15th, '11, 8:44 pm
Location: Russia, Spb

Re: How the ground boost works

Postby Phoenix » Jan 15th, '11, 10:31 pm

I know this is supposed to be a lot stronger in CPM and almost useless in VQ3 but has anybody done any testing to see the difference? I'm talking top speeds from a normal ground boost in cpm vs vq3. I'm curious to see the difference. Also is there any practical use for a vq3 ground boost? Can it generate a faster start than regular strafing?
Phoenix
 
Posts: 185
Joined: Apr 19th, '10, 5:49 am
Location: Canada

Re: How the ground boost works

Postby khtti » Jan 16th, '11, 1:09 am

You don't get any extra boost in vq3, but you can sometimes get an OB for a few ups.
The main use is to change jump timing, allowing you to land in different places or skim walls differently.
It is probably easier to just do a plasma hop, but if for some reason that isn't practical you can use a GB.

Don't forget that there are OBs which require a plasma slide, too ;)
khtti
 
Posts: 31
Joined: Jun 6th, '09, 4:48 pm

Re: How the ground boost works

Postby setup » Apr 24th, '11, 11:25 pm

<hk> wrote:I guess that they removed the PMF_TIME_KNOCKBACK from this if() statement in CPM which would make the effect 10 times stronger than in VQ3. Feels right when I do so.

bg_pmove.c in function PM_WalkMove()
Code: Select all
  // when a player gets hit, they temporarily lose
  // full control, which allows them to be moved a bit
  if ( ( pml.groundTrace.surfaceFlags & SURF_SLICK ) || pm->ps->pm_flags & PMF_TIME_KNOCKBACK ) {
    accelerate = pm_airaccelerate;
  } else {
    accelerate = pm_accelerate;
  }



They removed the complete condition and just left in:
Code: Select all
accelerate = pm_accelerate;

removing that first condition causes the cpm ice behaviour...

<hk> wrote:No objections.
I am either right or nobody cares at all.


I didn't read it really closely but it looks correct to me.
Luck is evil.
setup
 
Posts: 19
Joined: Jun 7th, '10, 10:41 pm

Re: How the ground boost works

Postby <hk> » Apr 24th, '11, 11:45 pm

It's nice to hear that from you.

As I recall there was some problem I encountered back then.
It think it had something the slide time. I couldn't up it as much as I wanted. There must be something clipping it. Since nobody actually cared about tech posts I stopped persuing it.

Posting about code is like talking to a wall.
User avatar
<hk>
Menstruating 24/7
 
Posts: 1040
Joined: May 2nd, '09, 12:06 am
Location: Ingolstadt Germany

Re: How the ground boost works

Postby RetroHelix » Apr 24th, '11, 11:49 pm

<hk> wrote:Since nobody actually cared about tech posts I stopped persuing it.

Posting about code is like talking to a wall.


Why do you think nobody cares/ed?
User avatar
RetroHelix
 
Posts: 137
Joined: Dec 12th, '09, 10:39 pm

Re: How the ground boost works

Postby <hk> » Apr 25th, '11, 12:05 am

I got no useable feedback. Too few people care to read code these days. Players are rarely among them.
User avatar
<hk>
Menstruating 24/7
 
Posts: 1040
Joined: May 2nd, '09, 12:06 am
Location: Ingolstadt Germany

Re: How the ground boost works

Postby TittenIgnition » Apr 25th, '11, 5:58 am

<hk> wrote:I got no useable feedback. Too few people care to read code these days. Players are rarely among them.

id love to read code i just dont know how :<
wtf i have a signature?
User avatar
TittenIgnition
 
Posts: 455
Joined: Jun 4th, '10, 1:24 am
Location: QuakeNet

Re: How the ground boost works

Postby RetroHelix » Apr 25th, '11, 4:24 pm

<hk> wrote:I got no useable feedback. Too few people care to read code these days. Players are rarely among them.

Mmh, you are right there are not many people around to give you feedback or correct your statements - or they just dont feel to reply. Anyway I like to read the technical stuff and maybe some searchengine will guide more interested people to this forum in the future. Just keep it up if it not hurts you.
User avatar
RetroHelix
 
Posts: 137
Joined: Dec 12th, '09, 10:39 pm

Re: How the ground boost works

Postby <hk> » Apr 25th, '11, 4:43 pm

I was planing to make an Article section. Posting about the groundBoost was just a test balloon(trial run). I dropped the idea because it would require a considerable amount of time to make such a site. nobody cared to an extend I was looking for, so I shifted priorities.

Well, there is my motivation again :)
That Article section could also host a set of HOWTOs for installing defrag and training. Let's see. This is going to take a while.
User avatar
<hk>
Menstruating 24/7
 
Posts: 1040
Joined: May 2nd, '09, 12:06 am
Location: Ingolstadt Germany

PreviousNext

cron