The Flibo Bug
make a inferno longjump map with 250-260 block and lets try this.
just do those cbble ljs at cbblebhop (or how that map is called), they are basically the same
they'r are hj with high difference !
ofc but they are also not parallel to the grid ^^
angular BUG
http://img117.imageshack.us/img117/3695/angularpv7.gif
It's just a^2 + b^2 = C^2. Pythagoras. Why would you even draw more outside the triangle, that doesn't make sense.
Well well Pythagoras was a clever man I guess.
Originally posted by SchlumPFhearse 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.
is there something he didnt know?
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.
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 ...
edark > hl engine :)
thanks for those explanation !
Nice one, eDark. And also I agree that adding this in ljstats would be unfair, cuz like you said, jumping with 45C player get extra units.
Also ljstats is a statistics plugin what should tell player his abilities at original jump what is hold for player jump origin -> player land origin + 32.0625. And cuz of that in new version 2 (not 4, like you know eDark - tested while creating jb trainer plugin) units land bug will be removed.
uber nice drawing eDark :O
eDark rocks! :D
NumB, do you mean if jumpbug happen, player will be about 2 units higher over ground?
So whats the conclusion about these kind of jumps?
its possible to pwn blocks with less stats with a 45° turn of the model or ?
p.s. I could improve my scripts xD
you cant improve your scripts ichwill because this bug just effects special jumps which are made smaller than they would be measured.
btw even if those distances calculated are not the distances you need to jump we should rather use the distances you need to jump so we can still compare ljs with each other. basically i just wanted to know about this so i can update my measure plugin :)
thx to the allmighty eDark!!!
I have simply explanation about this jump (but with pictures) and u'll see that all your calculations are correct and some question appeared to me about the player's model is it prism or cylinder.. later I'll edit my post and u will see what I mean
EDIT: here it is http://www.sendspace.com/file/0l0yea
P.S. sry but imageshack doesn't work
and this is my question about player's model
http://www.sendspace.com/file/stzt8i
If the model was cylinder it would be impossible to land on the box like the 1st picture I showed, but how u can stay between 2 blocks with 32 units space and do 45° turn ?
Originally posted by SpanioluOk i understood the "Flibo Bug" theory but i've thinked on another thing:
-link-
Possible?
I mean: if u land with a certain angle u could jump more. Lets say that you are jumping on a 236 block and when u land u turn a little bit... Its possible to do that 236 with less stats?
Ichwill I posted the same think... look at the answer...
Originally posted by IchWillI have simply explanation about this jump (but with pictures) and u'll see that all your calculations are correct and some question appeared to me about the player's model is it prism or cylinder.. later I'll edit my post and u will see what I mean
EDIT: here it is http://www.sendspace.com/file/0l0yea
P.S. sry but imageshack doesn't work
and this is my question about player's model
http://www.sendspace.com/file/stzt8i
If the model was cylinder it would be impossible to land on the box like the 1st picture I showed, but how u can stay between 2 blocks with 32 units space and do 45° turn ?
Yeah, your playermodel doesn't rotate when you move your cursor. In fact, it's always the same way.
we are talking about the collison model, not the models bbox.
Is it possible if you make a longjump,strafe a bit and then rotate in air with W at 180° will you be able to move your player 2x of it's collison model lenght. ( i mean the feet ) but i think it's really imposs cuz it's only 0.732s in air and it's a bit complicated.
no its not possible. o describe this again, each player consists of 2 boxes.
one box is the player model whichs turns by the player view angle, this means if you look left your models turns left, too.
the other box is the collision model which does not turn in any case which causes the bug. this box says whether a palyer can move or not so this one is a lot more important than the models box. whenever this box touches something the player stops moving. unfortunately this box is a prism, not a cylinder, which causes this bug. when the player is now jumping in a specific angle or on brushes which have been turned in the valve hammer editor (map editor for cs) they can jump a bit later and can land a bit earlier which makes them have a huge advantage.
to conclude this all, the player has no influence on this bug. the onlyones who have influence on this are mappers.
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