Gravity (Highjumps)
wrong
No, actually Murvelman is right.
Read http://xtreme-jumps.eu/comment.php?comment.news.556
well according to the sourcecode that was posted by fatalis in the other thread sv_edgefriction is a multiplyer to sv_friction that is only applied in highjumps. whereas sv_friction is always applied as you walk on the ground.
All jumps have edgefriction, that's why you can jump longer with CJ :)
do u mean that more higher-> much frition?
I cant understand :(
BTW : faker where is the jump bug guide?
:)) never be done it ,,, jump down fall ,,,, then die on the ground :D :rolleyes:
e,,,,,,,,,, :E even though i have read the article of JUPBUG....
:D
[ Edited Tue Mar 27 2007, 06:15PM ]
well according to the sourcecode that was posted by fatalis in the other thread sv_edgefriction is a multiplyer to sv_friction that is only applied in highjumps. whereas sv_friction is always applied as you walk on the ground.
Well, I guess the sourcecode was pretty old or incorrect then. eDark made several investigations and found out that there is friction (maybe not friction but at least something with the same effect) on normal jumps, too.
And don't forget that the doubleduck (which is part of the Counttechnique) gives you a boost and allows prestrafe speeds up to 290 units/s. The Worldrecord/best Prestrafespeed on a normal LJ is 276 units/s.
So the CJ gives definitely an advantage at normal longjumps, too.
[ Edited Tue Mar 27 2007, 06:45PM ]
Well, I guess the sourcecode was pretty old or incorrect then.
Half-Life SDK 2.3
This is my simple theory/answer of the "boost" when making a Count-jump. Cant see any other reason. And i dont think "edgefriction" disappears just because you bhop - or does it? Meh, i dont know :/
Everyone knows you strafe faster while youre airborne. When doing the doubleduck in the Count-Jump you are airborne, and you gain more speed during the strafe, and that speed is of course still there when u make the final jump = faster prestrafe.
QUOTE Devastator:
"sv_edgefriction is a multiplyer to sv_friction that is only applied in highjumps. whereas sv_friction is always applied as you walk on the ground"
Ok. This might be correct, but what decides where the limit of "highjumps" starts. We know it starts at 69 units. But why? If they differ between edgefriction and friction there must also be some code that tells us why. The "rule" is just so odd, and why even spend time on coding such thing if its not a bug then?
Bah. I go to sleep. Maybe im too tired :)
The only reason for programming something like edgefriction i can think of is to make it easier for the plasyer not to fall off cliffs or the like unintentionally.
Ok. This might be correct, but what decides where the limit of "highjumps" starts. We know it starts at 69 units.?
start[2] = pmove->origin[2] + pmove->player_mins[pmove->usehull][2];
stop[2] = start[2] - 34;
player_mins[2] = 36.0 when unducked
36.0 + 34.0 = 70.0
[ Edited Wed Mar 28 2007, 05:09PM ]
Hmmh, i have tested this ages ago on my own server, i don't know about the gravity thing, but your speed decreases ALOT when you go to the edge of a block.
It's like 250 -> 210. tho if you jump earlier your speed doesn't decrease.
EDIT: Yeah, what devastator said is correct. And i think the edgefriction is bigger on 70+ unit blocks because you can jump on 63 or lower blocks (doesn't matter if you fall).
[ Edited Sun Apr 01 2007, 12:25PM ]
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