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New world record in VQ3 circle jump

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Re: New world record in VQ3 circle jump

Postby TittenIgnition » May 2nd, '11, 6:29 pm

those explanations were way too technical for me. i barely understood any of it. :(
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Re: New world record in VQ3 circle jump

Postby AL!EN » May 2nd, '11, 7:48 pm

KittenIgnition wrote:those explanations were way too technical for me. i barely understood any of it. :(

-128 = basic run speed is 321 not 320
reduced upmove = you can hold +moveup for a very long time, but the game will act like you would hold it for very short time

In case all of this is bullshit(I'm almost sure of that), feel free to correct me 8-)
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Re: New world record in VQ3 circle jump

Postby TittenIgnition » May 2nd, '11, 7:54 pm

eS-AL|EN wrote:
KittenIgnition wrote:those explanations were way too technical for me. i barely understood any of it. :(

-128 = basic run speed is 321 not 320
reduced upmove = you can hold +moveup for a very long time, but the game will act like you would hold it for very short time

but how are they done? you can say that, with velocity snapping, you can get +25% speed, but without explaining how it works, theres no point.
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Re: New world record in VQ3 circle jump

Postby setup » May 2nd, '11, 8:30 pm

eS-AL|EN wrote:-128 = basic run speed is 321 not 320


g_speed / 127 * 128 = 320 / 127 * 128 = 322.5 ~ 323

BTW it might be also interesting to realize why that upmove feature doesn't affect cpm rightmove (leftmove) only strafing. I'm attaching a part of cpm code that is responsible for it.

Code: Select all
Index: bg_pmove.c
===================================================================
--- bg_pmove.c  (revision 1952)
+++ bg_pmove.c  (working copy)
@@ -632,9 +632,26 @@
        wishspeed = VectorNormalize(wishdir);
        wishspeed *= scale;

-       // not on ground, so little effect on velocity
-       PM_Accelerate (wishdir, wishspeed, pm_airaccelerate);
+       if ( pm->ps->pm_flags & PMF_PROMODE ) {
+               accel = pm_airaccelerate;
+               if ( DotProduct( pm->ps->velocity, wishdir ) < 0 ) {
+                       accel = 2.5f;
+               }

+               if ( pm->ps->movementDir == 2 || pm->ps->movementDir == 6 ) {   // forwardmove == 0 && rightmove != 0
+                       if ( wishspeed > 30.0f ) {
+                               wishspeed = 30.0f;
+                       }
+                       accel = 70.0f;
+               }
+               PM_Accelerate( wishdir, wishspeed, accel );
+               PM_AirMove2( pm->ps, wishdir, wishspeed );
+       }
+       else {
+               // not on ground, so little effect on velocity
+               PM_Accelerate( wishdir, wishspeed, pm_airaccelerate );
+       }
+
        // we may have a ground plane that is very steep, even
        // though we don't have a groundentity
        // slide along the steep plane
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Re: New world record in VQ3 circle jump

Postby <hk> » May 3rd, '11, 7:56 pm

-128 is not possible on our servers. The value is automatically clipped to -127. Also there is an anti cheat logging file. Same goes for lowMoveup.

Just saying. Don't bother.
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Re: New world record in VQ3 circle jump

Postby AL!EN » May 3rd, '11, 8:12 pm

And it can be detected in offline demos too :!: :lol:
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Re: New world record in VQ3 circle jump

Postby setup » May 7th, '11, 9:08 pm

I attached the code I used to calculate this jump. I'm aware it isn't perfect code so don't waste your time telling me so. ;)
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Re: New world record in VQ3 circle jump

Postby <hk> » May 7th, '11, 10:41 pm

Much appreciated. ;)
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Re: New world record in VQ3 circle jump

Postby like@boss » May 8th, '11, 11:42 pm

what does low up move look like, how is it advantageous ...someone post a demo?
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Re: New world record in VQ3 circle jump

Postby TittenIgnition » May 9th, '11, 3:56 am

like@boss wrote:what does low up move look like, how is it advantageous ...someone post a demo?

you can hold +moveup for as long as you want without losing accel.
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