The Flibo Bug

Started by SchlumPF
23/12/2008 18:09
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SchlumPF23/12/2008 18:09(edited 04/01/2009 07:51)

The Flibo Bug (Confirmed)

Did you ever measure this well known trickjump on de_inferno? According to a measuring plugin (I used this one :P), this jump is 245.6 units long but in fact it's possible with a longjump shorter than about 245.6 units.

To be more exactly, the inferno jump has a distance of 245.326329 units which is calculated in this way including this fact which makes it 100% accurate. Getting the value in VHE just means rounding my values to integers. Imagine a 250 longjump: Actually it isn't a 250 units Lj because of this bug which makes it a 249.9375 units Lj. To get the advantage gained through the additional blocksize subtract my distance from the distance calculated with the integer values. But still, how is it possible to jump this jump with less units than measured?

The player's bounding box is a rectangular prism with the size of 32x32x72 units but also the player has a collsion model (I don't know the exact size but it's very close to the bounding box size, around 32x32x72.something). The thing Valve didn't consider is, that if you don't turn this collision model by the player angles you'll be able to stand on edges on which you couldn't before (example).


Originally posted by eDark
yea the player collision model doesnt rotate ... so this makes things a lot more complicated ;)

first an image: http://img227.imageshack.us/img227/7561/anglejumpsr5.png
dx and dy are the distance in x/y direction of the jump, everything is calculated in Rad if dy=0 use 16units for d

so for blocks that are not parallel to the collision model
d = Sqrt[512]*Cos[(Pi/4)-ArcTan[dx/dy]]

but at the inferno jump everything is parallel so we have to calculate:
Sqrt[200^2+48^2]+32 = 237,68units to compare it with standard ljs

to just add this in a ljstat plugin wouldn t be a good idea because everyone would try to jump at 45° so we ll have to discuss about that first ...


Gonna add something more today after a small conversation with eDark :)

Yamakasi23/12/2008 18:19

waiting for eDark comments!

Oriwar_r23/12/2008 18:30(edited 23/12/2008 18:31)

There's no real practical use for this. SchlumPF is just being a geek. :P

SchlumPF23/12/2008 18:33(edited 23/12/2008 18:36)

thats simple maths i learned in my 8th schoolyear (trigonometry) :/
that can be used to know that some blocks are smaller than expected and should be interesting for mappers.
if you want to call me a geek, i can even post a working formula for this which i will use in my measure plugin and should be 99.9999% correct :P

cheche23/12/2008 18:38(edited 23/12/2008 18:43)

Originally posted by SchlumPF
thats simple maths i learned in my 8th schoolyear (trigonometry) :/
that can be used to know that some blocks are smaller than expected and should be interesting for mappers.


Hmm, suddenly the "Flibo" bug sounds a bit boring and pointless - but hey, if you find this stuff interesting, then gj ;)

Making a 99% correct measure-plugin is definitely not pointless though : >

Berkut Tournament #223/12/2008 18:38

there 237block...

SiMen.iiN23/12/2008 18:44

once i made this jump with 239.x stats

SchlumPF23/12/2008 18:49

239.x is what i calculated by my formula.

@ceche there are a lot of ppl who really dont care about this but there are a few, the minority, who might think that this is usefull (such as mappers)

st0ka23/12/2008 18:49(edited 23/12/2008 18:51)

Originally posted by SiMen.iiN
once i made this jump with 239.x stats

<- 238.x and not once. Used to practice it when I bought a new mouse and sucked at strafing. It might be plugin's fault though.
And SchlumpF that's not trigonometry it's planimetry (not sure if it's called like this in English).

SchlumPF23/12/2008 19:12

ok, a part of it is planemetry (the x1, x2 thing isnt it? never ehard that word before even though its nearly the same in german) but the main thing i did for using the phytagoras cuz i calculated the distance between those boxes + that sqroot(2048) thing ^^ (dunno how it is called ine nglish, the diagonla line in a 2d body)

Stefkicha23/12/2008 19:18
SUBWAYZ23/12/2008 19:30(edited 23/12/2008 19:42)

It could have been stats prob, but i had three stats on and did it without stats? lol
EDIT: ye well my point was that i did it, and i didn't get any stats :D so thats what im sayin :D

SchlumPF23/12/2008 19:37

it could have been but do you think i would create such a thread if im not sure? -.-

st0ka23/12/2008 19:43(edited 23/12/2008 19:46)

I'm studying in Bulgarian's best mathematical highschool (last grade) but still I don't feel really confident when I talk about math in English. The so-called planimetry which I mentioned deals with figures in flat surfaces: triangles, rectangulars etc. and all the dependences between their parts: sides,angles,medians and so on. That's according to Bulgarian's standards. However trigonometry deals with both planimetral and stereometral figures (sterometry - again not really sure. Basically same as planimetry but it's matter of examinations is figures like pyramids, cubes, spheres etc.) and particularly angles. So unless I see you calculating the cosine/sine of an angle in that triangle different from the 90 degree one using triangle's sides you don't use any trigonometry. Don't let the name confuses you. It's called trigonometry basic uses are sine and cosine theorems used in triangles.

heaRse23/12/2008 19:51(edited 23/12/2008 19:52)

Did you measure it? http://todome.de/schlumpf/pics/flibo_bug/de_inferno_pythagoras.JPG
If you did so, then it doesn't have to be the correct distance, because there could still be some imprecision. (x1,x2,y1,y2)

SchlumPF23/12/2008 20:03

a>b, thats very interesting i did not thought that this could be possible. anyway according to the hl engine your drawing is crap :)

SUBWAYZ23/12/2008 20:14

According to phyhagoras it's 245.03.. with distances that /measure plugin gives. Interesting -.-

SchlumPF23/12/2008 20:17(edited 23/12/2008 20:22)

hearse do you know the vhe? http://pix.nofrag.com/6/7/6/c1f5f7ba94844dcc05665c3eb65c5.jpg
each square is either 1^2 units or (2^x)^2 big and just entitys which have been edited with the vertex tool (used for editing the entitys edges) or turned so that they have borders whicha re not parallel to the x or y axis of the grid are effected by this bug. x1, x2, y1 and y2 are parallel to the grid so they are measured correctly. even the distance between those boxes i calculated was correct but the calculated disatnce is not the distance you need to lj.

edit:
245.3... not 245.03...

@bibo
maybe you knew it before, i did not and others didnt too. anyway flibo gave me an idea why this bug is caused so i was trying to find out more.

SUBWAYZ23/12/2008 20:23(edited 23/12/2008 20:24)

Well when using measure plugin you never get all desimals correct. well thats what i got, i've no time to measure in VHE when the fucking compiler aint working

SchlumPF23/12/2008 20:45

i was measuring the distances in a perfect way... the 64units can be found out by the x/y distance only and for the 496 and or what it was i got the pendicular to the surface 144. all values are 100% accurate

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