Edge on highjump blocks

Started by - nympho -
31/03/2010 00:24
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- nympho -31/03/2010 00:24(edited 31/03/2010 00:25)

so ,the problem is that when i do 12.xx edge ,the prestrafe is falling down.

As far as i know ,when 12 edge is done on highjump blocks the prestrafe still should be 270+

here is what im talking about


Distance: 225.754257 MaxSpeed: 323.824981 (60.792) PreStrafe: 263.032501 Strafes: 7 Sync: 81
1 6.115 0.000 10.8 100
2 8.259 0.109 17.5 53
3 11.659 0.000 14.8 100
4 10.947 0.702 14.8 90
5 10.956 0.757 14.8 90
6 7.920 0.729 12.1 88
7 4.933 0.459 14.8 63
Fail --- Block: 243 - Jumpoff: 12.163818
Completed demo
recording to 256.dem.
Distance: 228.001770 MaxSpeed: 321.746673 (60.283) PreStrafe: 261.463073 Strafes: 7 Sync: 73
1 10.399 0.000 10.7 100
2 10.727 0.635 16.2 83
3 10.436 0.000 14.8 72
4 9.719 0.227 16.2 75
5 9.330 0.763 13.5 90
6 6.917 0.204 13.4 70
7 2.751 0.272 14.8 36
Fail --- Block: 243 - Jumpoff:12.xx


Distance: 246.089965 MaxSpeed: 325.949645 (63.469) PreStrafe: 262.480499 Strafes: 7 Sync: 78
1 10.445 0.000 12.1 88
2 10.123 0.463 14.8 72
3 9.242 0.070 14.8 72
4 10.186 0.179 16.2 75
5 8.518 0.817 12.1 88
6 9.143 0.000 16.2 83
7 5.809 1.014 13.5 70
Fail --- Block: 243 - Jumpoff: 12.521484
Completed demo
recording to 256.dem.

Distance: 246.173538 MaxSpeed: 325.558166 (62.494) PreStrafe: 263.063659 Strafes: 7 Sync: 76
1 11.036 0.000 12.1 100
2 10.615 0.456 14.8 81
3 7.210 0.000 14.8 72
4 9.092 0.000 16.2 58
5 9.549 0.607 13.4 90
6 8.408 0.034 14.8 72
7 6.580 0.510 13.4 70
Fail --- Block: 243 - Jumpoff: 12.751220


so.. where is the problem?

Trolis31/03/2010 00:30

It depends on pre angle. Difficult thingie ;/

kafds31/03/2010 02:03

Originally posted by Trolis
It depends on pre angle. Difficult thingie ;/

Exactly.

Look at this wonderful paint sketch done by an unknown artist to see how the angle goes. Nice.

Memories31/03/2010 02:40

dont understand how does it works kafds:F

- nympho -31/03/2010 07:09(edited 31/03/2010 07:10)

Originally posted by Memories
dont understand how does it works kafds:F

i understand it,u must do the pre in a bigger and wider circle :)

thanks kafds :P

close thread

dex7eR`31/03/2010 08:50

conversely - nympho -
red way is the right way not green;)

SUBWAYZ31/03/2010 10:11(edited 31/03/2010 10:33)

Originally posted by Memories
dont understand how does it works :F


You should understand that EVERY higher than 70 unit edge gives edgefriction, so you have to avoid all edges, not only the one direction you are going to jump. Your pre might get too close to "side" edge, which also has EF. The edgefriction was designed to avoid players slipping from edges accidentally, so it's everywhere.

Check out this picture and tell me if i'm terribly wrong: http://img522.imageshack.us/img522/4359/edgefrictionfornewbs.jpg
(OK, all side-edges in HJ blocks don't have EF all the way, but the jumping "corner" has. Picture is only directional)

- The green line is the prestrafe you should have (mainly the point you should be jumping)

- Red colour represents edgefriction-zone, which you shouldn't hit before jumping



Someone tell me if i'm wrong. More physics and explanations quoted from Kreedz tutorials

[blockquote]
Kreedz tutorials, chapter 11. Highjump



Did you ever ask yourself why you have the feeling to be slowing down when doing a higher located jump? Sure, you did notice that. But why is that? What exactly is a highjump and why is it slowing you down if you are getting closer to the edge?

First of all we gotta ask ourselves: What is a highjump?

The answer is: Every jump with a height of 70+ units is called highjump, because it is way harder than a normal longjump. The borderline for longjumps/highjumps is exactly 70 units height, a jump with 69 units height is a normal longjump and a jump with 70 units height is a highjump. It doesn't matter whether a jump has a height of 70 or 7000 units by the way, there is no such thing as dynamic transitions.

Ok, so now we do know what a highjump is. But why is it harder than a normal longjump?

For a pretty long time we assumed that there was a gravity change caused by the engine, when jumping off a jump with a height of 70+ units, but that's wrong. Also it was assumed that it was a bug and it was not done on purpose by the engine creators. That's also wrong because there is a CVAR included called "edgefriction 0/1/2". The standard value of this command is "2", other values remove the "highjump effect" but are not allowed, since Kreedz maps are supposed to be played with default settings.

Furthermore our coder eDark found out that the slowdown is caused by the so called "edgefriction" effect. Here are some facts about it:

If you're running straight ahead towards the edge of a highjump you are going to lose 17% of your velocity! At first your velocity is going to decrease with about 7,5 units/s and in the end with 4,5 units/s. Every units/s you are "loosing" means that you are going to jump 0,74 units less than on a normal longjump.
The magical "point of no return", the point where the explained slowdown effect does start, is located about 13,6 units (when running a speed of 250 units/s) in front of the stone's edge.

This is how your speed looks like when running towards an edge of a highjump: http://xtreme-jumps.eu/img/hj.jpg


Thanks fly out to eDark for both, the calculation and the picture.


The faster that you are running (good prestrafe) the later you are going to get slowed down, which means you'll have a better speed when jumping off. The most important fact to get good speeds is the direction you are running - the direction are headed/looking to while running doesn't matter. If you are running parallel to the edge you do NOT lose speed at all... for the rest of the prestrafe you can use this formular:

Distance from edge without getting slower = sin(Angle when starting to run) x 13.6 units

Okay, so that's what makes a highjump more difficult than a longjump and brings us to the next question: How can I handle it? And what's the best way to do a good highjump?

We already learnt that running parallel to the edge does not make you lose your speed at all, therefore you need to modify your prestrafe according to that to get the best speeds. Other than that it is strongly recommended to jump off earlier than you would do on a longjump - because the longer you are running towards the edge the more speed you are going to lose.

-> Note: Other ways to trick the edgefriction are doing a bhop longjump or a countjump on the highjump. Both ways reduce or remove the edgefriction effect, however a countjump is the more effective way since the bhop longjump record is 247 units - but the countjump record 272 units. We'll learn more about countjumps in the next chapter.

Now, since you know all the facts about it, you should practise as much as possible and get a feeling for it and find your individual best way to do a good highjump. Good luck!
[/blockquote]

PuRPoSe31/03/2010 10:44

pretty rounded analysis
+1

fizik31/03/2010 14:00(edited 31/03/2010 14:02)

But I got a question. I noticed that if you jump on the very very side of the edge,where you actually dont even stand on the block,you have no EF and you get lj stats. If you know that,it's like running @ nuke on outer catwalk on the side. You're doing normal steps instead of these metallic steps or whatever I'd call them.
So,what is happening there? :O

- nympho -31/03/2010 15:49(edited 31/03/2010 15:49)

i did it like it is in the picture

i changed my pre style ,and still no results..

Distance: 247.839447 MaxSpeed: 326.615753 (65.253) PreStrafe: 261.362487 Strafes: 8 Sync: 82
1 10.984 0.000 10.8 100
2 10.992 0.537 14.9 81
3 11.310 0.529 14.8 90
4 9.462 0.505 13.5 90
5 9.765 0.641 13.5 90
6 7.635 0.260 13.4 80
7 4.008 0.071 14.8 45
8 1.093 0.000 4.0 100
Fail --- Block: 243 - Jumpoff: 12.411254

fizik31/03/2010 16:22

I think you need to make a bigger first strafe to regain the lost speed or the slowdown? I'm not sure,but from seeing your first strafe is small at every lj so you rather stick to it. Try to jump off more in the middle then. Shorter pre harder turning?

Grrr31/03/2010 18:29

maybe u pass by the 1st EF level, whats u'r prestrafe on normal longjump?

- nympho -31/03/2010 18:42(edited 31/03/2010 18:43)

272/3/4/5 even 6 sometimes ..

OLivus`31/03/2010 19:31

nympho , disable jump edge and jump earlier.

TlofT01/04/2010 00:53

relying on jump edge isn't the best idea. aim for 13 and see if it works better.

subwayz there is the ramp on either side of the hj block, so there isn't friction on most of the sides. and running parallel gives you no friction, so when you jump parallel to the side, it should have no effect

SUBWAYZ01/04/2010 17:13

Originally posted by TlofT
subwayz there is the ramp on either side of the hj block, so there isn't friction on most of the sides. and running parallel gives you no friction, so when you jump parallel to the side, it should have no effect

I'm not 100 % sure but I THINK that the jumping edges AND the side edge at the end of the block is having edgefriction

PoshitO25/05/2010 21:04

i jump always 13 units earlier, works for me

kREWAN25/05/2010 21:38

You spam aswell & bumps.

FoF mapper25/05/2010 22:45

once again: http://img72.imageshack.us/img72/5743/edgefriction.png

and you always can check kreedz tutorial.

Dali10/07/2010 13:13

Look at nikitich^'s 244 hj, it says it all

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