LJ blocks with milli units
Hey, crazy(?) idea just visited my mind. I was sitting here bored thinking about what will be after new lj wr with 258 units(?) done, since 259 isn't pos, for now at least. The end of longjumping era? Shouldn't be!
So, the thing is to make blocks with milli units like 258.1; 258.2; 258.3 etc... I think you understand the idea.
So what do you think about it?
// I decided to start a thread in this forum cuz its more popular than longjumping one.
Well... It would be .. I don´t know... Would prob make it easier to set ranks on world records, that´s for sure.
Would be quite a huge map using decimal units on those jumps thou :p
i dont think u can go under 1 unit :p i atleast dont know how
If I'm right you can't make blocks with mili units because hl engine doesn't make it possible....
Well, making those blocks could be possible if you cut them diagonally, but it would be impossible to actually measure them. Atleast VHE's smallest unit is really one unit.
PS. Would fucking shoot myself if there was going to be 257.1 257.2 wrs and fucking updates about it.
bad idea :)
ive also thought of this but like they say, i dont think its possible to make a block 250.1 for example, and LJ would be spammed SOOOO hard by noobs making a new video every 0.1 they jump, propably a bad idea ^^
BUT!
I think they should remake the LJTOP like the one KZSCA has, where you can see every posted record.
Would propably make the ljscene more living :)
Good side:
We will be able to see a bigger competition and stuff and there comes the spamming with all those mini stats. :-(
Not really possible.
There was another thread like this. Most of them said no.
I think this is a bad idea
for example "New Longjump WR 258.2 by xxx"
six months later ""New Longjump WR 258.3 by xxx"
nobody will interest about it
good idea, but how are you going to do it?
i will "interest" about it assquit
first of all it isn't even possible to create blocks without "miliunits" because of some kind of invisible hull between blocks. just try measuring the distance by a plugin and you will see block length x = x-0.03125.
however miliunits is actually possible with a small trick. once i've found out that the player's collision model does not turn/has a static axis. somewhere the thread should still be on this forum, sadly without the the pictures explaining what it's all about :)
anyway, the formula for calculating the lj distance is sqroot((x1-x2)^2+(y1-y2)^2+(z1-z2)^2)+32 - the ordinary formula for the distance between two vectors but what does that "32" addition mean? it's the player's collision model which is about 32*32*72 ("about" because i think z actually was 72.03125 or something).
this means if the collision model does not turn as the player turns we need to adjust the 32 which becomes bigger as soon as the block is not rectangular to the x/y-grid in vhe (up to ~45,25 [sqroot(32^2+32^2)]). so all you need is to have eg. a 250units block in a 0° up to 45° angle to cover different miliunits of different blocks. but you would need to calculate a bit and get the angle somehow in vhe (i think there wasn't any information of that) since eg. 250units in 45° become 250-sqroot(32^2+32^2)-0.03125 units.
ps: i am not sure about the 0.03125 which can be more or less but i am sure that there is some offset. just measure a block and you will know the correct offset :)
Originally posted by AssQult34I think this is a bad idea
for example "New Longjump WR 258.2 by xxx"
six months later ""New Longjump WR 258.3 by xxx"
nobody will interest about it
I think it's a good idea that keeps the Long Jump a bit longer alive. Since 258–259 blocks are pretty much the limit of todays possibilities, miliunits can extend the Long Jump competition for some more years. Actually it's already like that, if you take a look at the latest DCJ updates:
[blockquote]New entries: Playmate (272 units), mF^ (272 units), akseon (272 units).[/blockquote]
It's not like 272 block is new, these three players just made it in the Top 3, because they've beaten the block by miliunits.
Originally posted by SchlumPFfirst of all it isn't even possible to create blocks without "miliunits" because of some kind of invisible hull between blocks. just try measuring the distance by a plugin and you will see block length x = x-0.03125.
however miliunits is actually possible with a small trick. once i've found out that the player's collision model does not turn/has a static axis. somewhere the thread should still be on this forum, sadly without the the pictures explaining what it's all about :)
anyway, the formula for calculating the lj distance is sqroot((x1-x2)^2+(y1-y2)^2+(z1-z2)^2)+32 - the ordinary formula for the distance between two vectors but what does that "32" addition mean? it's the player's collision model which is about 32*32*72 ("about" because i think z actually was 72.03125 or something).
this means if the collision model does not turn as the player turns we need to adjust the 32 which becomes bigger as soon as the block is not rectangular to the x/y-grid in vhe (up to ~45,25 [sqroot(32^2+32^2)]). so all you need is to have eg. a 250units block in a 0° up to 45° angle to cover different miliunits of different blocks. but you would need to calculate a bit and get the angle somehow in vhe (i think there wasn't any information of that) since eg. 250units in 45° become 250-sqroot(32^2+32^2)-0.03125 units.
ps: i am not sure about the 0.03125 which can be more or less but i am sure that there is some offset. just measure a block and you will know the correct offset :)
dude i didnt understand shit what you just wrote (y) xD
it was just a explanation how to achieve blocks with "miliunits" and why it is possible (when you are talking about one place after the comma the correct term schould be deciunits :P)
Originally posted by SchlumPFfirst of all it isn't even possible to create blocks without "miliunits" because of some kind of invisible hull between blocks. just try measuring the distance by a plugin and you will see block length x = x-0.03125.
however miliunits is actually possible with a small trick. once i've found out that the player's collision model does not turn/has a static axis. somewhere the thread should still be on this forum, sadly without the the pictures explaining what it's all about :)
anyway, the formula for calculating the lj distance is sqroot((x1-x2)^2+(y1-y2)^2+(z1-z2)^2)+32 - the ordinary formula for the distance between two vectors but what does that "32" addition mean? it's the player's collision model which is about 32*32*72 ("about" because i think z actually was 72.03125 or something).
this means if the collision model does not turn as the player turns we need to adjust the 32 which becomes bigger as soon as the block is not rectangular to the x/y-grid in vhe (up to ~45,25 [sqroot(32^2+32^2)]). so all you need is to have eg. a 250units block in a 0° up to 45° angle to cover different miliunits of different blocks. but you would need to calculate a bit and get the angle somehow in vhe (i think there wasn't any information of that) since eg. 250units in 45° become 250-sqroot(32^2+32^2)-0.03125 units.
ps: i am not sure about the 0.03125 which can be more or less but i am sure that there is some offset. just measure a block and you will know the correct offset :)
I remember that I tried to re-calculate 1 jump with this formula(distance between two vectors), using also Lt.Rat's coordinate logger - but it didn't fits with the real distance I've got, I mean that I got like XX4,7 stats with using that formula (and adding 32 units), but for ljdistance stats I got XX5,7 units => which makes around 1 unit difference.
Also u need to know that u must add 32 units to the formula, because for the jumpoff and landing u get the coordinates of the centre of the collision box of the player -> u have 16 units extra on jumpoff and 16 units extra on landing.
Ontopic: if its possible to adjust block's angles precisely, according to the map its ez to do such blocks - simple math. Example:
u have 250 units block and u wanna know on what angle to rotate it to do it 258.1 units.
then u have: 250/cos(g) = 258.1
=> cos(g) = 250/258.1 = 0.968616815187 - using calculator
=> g = arccos(0.968616815187) = 14.392244 degrees - using calc with arccos function
so the result is ~14.392244 degrees, but the question is: Is it possible to set such values for the angles or just do it XX deg or XX.X deg or XX.XX.. deg?
edit: also IMO its better just to make like 256.5 ; 257.5 ; 258.5 .. blocks
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