kz_longjumps3(s) Community Alternatives
Originally posted by RoadrunnerHi, I made a fun little map addressing the engine limitation issue.
An adjustable arena where you can easily set your technique and distance at the control panel https://imgur.com/IDePbMc
Supported techniques so far are:
Longjump
Highjump https://imgur.com/gspbx0y
Countjump https://imgur.com/NnfN95z
Bhop LJ https://imgur.com/vqotVSy
Weirdjump https://imgur.com/5dQwD7A
Duckbhop LJ https://imgur.com/l2Tlf3k
Wallslide https://imgur.com/CrYGGlN
Distance range: 210-290
You can toggle fall-down teleport if you like.
You can also shoot the right or the left side of the wall to quickly change distance: https://imgur.com/Fsfcw9n (this feature is disabled when you are pushing on the movable block from below to prevent bugging)
The map uses mostly func_door entities since it seems like ljstat plugins only detect those or regular brushes (Someone correct me on this if this is not the case or there's a plugin which detects more. I only checked uq_jumpstats v2.42 code). You shouldn't be able to block the movable parts in any way (when you're playing alone that is).
So far, this is more of a single player oriented map. However adding multiple of these rooms is possible to create some kind of a LJ lobby for each player. How many more lobies will depend on how well I'll be able to optimize the architecture. As of now I'm using 4 point and 1 brush entity per 1 unit distance which is not the end of the world but could be better. Especially if I was allowed to use entities like func_train.
Also there's apparently a minor problem with KZ-Rush plugin which detects the adjustable block as a bhop and won't allow to create a checkpoint while standing on it even though the func_door is named and controlled by buttons.
Let me know if anyone would actually be interested in recording lj demos on this map. I could add more features (like ladderjump or even slides) and improve visuals (potentially change the kz_ljs2 theme altogether). Any feedback is much appreciated.
Thanks
Map: https://www.sendspace.com/file/xk65ob or https://gofile.io/d/eQlHrf
Album: https://imgur.com/a/cu9TLqF
EDIT: Technically you can bug the technique moving blocks using checkpoints since there's no barrier preventing you to do so yet. I'll add that.
Great idea! I could think of a suggestion:
Place the control board near the player on the opposite site of the technique and distance writing. Its inconvenient to have to go to the other side each time to change the distance/technique. I personally use mouse1 as +duck command when it comes to lj geeking and im sure that im not the only one. That means i dont have a bind for +attack and cant change the distance with shooting.
Edit
I cant make a CP on the gray area on cj blocks:
Roadrunner, amazing job! The map looks perfect! You can also add ladderjumps since many guys practice that, and slides too. As for the texture, it doesn't bother me but if have anything in mind you cand change it as you please...or you can make a pool too se what kind of textures does this longjumping dudes(and pretty much everyone)want!
Originally posted by 2DexGreat idea! I could think of a suggestion:
Place the control board near the player on the opposite site of the technique and distance writing. Its inconvenient to have to go to the other side each time to change the distance/technique. I personally use mouse1 as +duck command when it comes to lj geeking and im sure that im not the only one. That means i dont have a bind for +attack and cant change the distance with shooting.
I agree with your suggestion. That will require to cut through the weirdjump blocks since they would be blocking the panel when they rise up. But there's plenty of space so that shouldn't be a problem.
Originally posted by 2DexEdit
I cant make a CP on the gray area on cj blocks:
What plugin are you using? This is known with the KZ-Rush plugin and possibly some others. Is the CJ blue ground the only movable area where that's happening for you? I already have a fix in mind.
I like this approach Roadrunner, maybe add multiple 'stations' to each technique for usage on public servers?
Originally posted by RoadrunnerOriginally posted by 2DexGreat idea! I could think of a suggestion:
Place the control board near the player on the opposite site of the technique and distance writing. Its inconvenient to have to go to the other side each time to change the distance/technique. I personally use mouse1 as +duck command when it comes to lj geeking and im sure that im not the only one. That means i dont have a bind for +attack and cant change the distance with shooting.
I agree with your suggestion. That will require to cut through the weirdjump blocks since they would be blocking the panel when they rise up. But there's plenty of space so that shouldn't be a problem.Originally posted by 2DexEdit
I cant make a CP on the gray area on cj blocks:
What plugin are you using? This is known with the KZ-Rush plugin and possibly some others. Is the CJ blue ground the only movable area where that's happening for you? I already have a fix in mind.
Yes, im using kz-rush mod and that seems to be the issue :)
Originally posted by RoadrunnerHi, I made a fun little map addressing the engine limitation issue.
An adjustable arena where you can easily set your technique and distance at the control panel https://imgur.com/IDePbMc
Supported techniques so far are:
Longjump
Highjump https://imgur.com/gspbx0y
Countjump https://imgur.com/NnfN95z
Bhop LJ https://imgur.com/vqotVSy
Weirdjump https://imgur.com/5dQwD7A
Duckbhop LJ https://imgur.com/l2Tlf3k
Wallslide https://imgur.com/CrYGGlN
Distance range: 210-290
You can toggle fall-down teleport if you like.
You can also shoot the right or the left side of the wall to quickly change distance: https://imgur.com/Fsfcw9n (this feature is disabled when you are pushing on the movable block from below to prevent bugging)
The map uses mostly func_door entities since it seems like ljstat plugins only detect those or regular brushes (Someone correct me on this if this is not the case or there's a plugin which detects more. I only checked uq_jumpstats v2.42 code). You shouldn't be able to block the movable parts in any way (when you're playing alone that is).
So far, this is more of a single player oriented map. However adding multiple of these rooms is possible to create some kind of a LJ lobby for each player. How many more lobies will depend on how well I'll be able to optimize the architecture. As of now I'm using 4 point and 1 brush entity per 1 unit distance which is not the end of the world but could be better. Especially if I was allowed to use entities like func_train.
Also there's apparently a minor problem with KZ-Rush plugin which detects the adjustable block as a bhop and won't allow to create a checkpoint while standing on it even though the func_door is named and controlled by buttons.
Let me know if anyone would actually be interested in recording lj demos on this map. I could add more features (like ladderjump or even slides) and improve visuals (potentially change the kz_ljs2 theme altogether). Any feedback is much appreciated.
Thanks
Map: https://www.sendspace.com/file/xk65ob or https://gofile.io/d/eQlHrf
Album: https://imgur.com/a/cu9TLqF
EDIT: Technically you can bug the technique moving blocks using checkpoints since there's no barrier preventing you to do so yet. I'll add that.
For me this is it, looks great, simple and pretty decent to record on.
Very well done!
Very well done!
Thanks.
Btw Mallee asked me to post his design of turkish bathhouse theme style for kz_longjumps: https://imgur.com/a/jWDoUUd
I think I will vote for your map @RoadRunner but only one thing is missing, you cannot do checkpoints almost nowhere cuz of the bhop blocks,maybe func_trains entities could be solution?
What is the issue with CP that everyone is talking? I used my /cp and /tp and worked just perfectly with every technique.
That happens only with certain plugins which behave very strictly when detecting if they should allow you to create checkpoints on the surface you are standing on. They just see the "func_door" entity and wrongly assume it's a bhop block - a door activated by touch, when in fact my blocks are doors activated by buttons which should not be detected as bhops. One of the plugins which does this is kz_demo.amxx included in the KZ-Rush pack. Other plugins like kz_demo by gladius for example don't have this error.
I'm working on an update that will, among other features, fix the issue for KZ-Rush plugin users.
i like roadrunner's idea, though it would suck when it comes to moviemaking (small room with limited campath options) .. not a big deal i guess
Do we close this thread and move on or not yet?
Why close it? Just over a month ago, there was a massive uproar of people that were pissed they're not allowed to take part in the project. Oh wait, none of them actually submitted anything, what an unexpected outcome.
Hi, I updated my lj arena map a little.
-added ladderjumps
-fixed not being able to create checkpoints using KZ-Rush plugin
-changed highjump block width to 172 units (same as kz_ljs2)
-added more measures to prevent blocking
-added spawn room
As for the multiplayer version - I played some more with it to try and fit as many of these rooms into one map as possible which required some very creative optimizations (which I was forced into to work around traditional plugins which despise any movable blocks that are not classical bhops). In the end I was able to fit only 3 of these rooms into one map (could be 4 but I'd have to cut down the range of the distance block significantly). However, yesterday when I was finishing the multiplayer map I discovered a new engine limitation that didn't occur during my earlier testing and that effectively made the multiplayer version of this map not particularly viable. This has nothing to do with multiple players trying to block/bug the movable blocks or other collision problems, I focused on those problems and came up with a pretty smootly playable version even on multiplayer. The new problem that came up sometimes caused the game to crash after playing for a while. Until I figure out a solution to this the multiplayer version is passé. And even then it's probably not worth it going through all this hassle to make that version working since all the purpose it would really serve is to let 3 players use the arena rooms while the rest of the server would have to jump on a several static blocks I put there as well. For that scenario the original kz_longjumps2 is really much better option.
So I'm shifting my focus on the single player version, here's the DL:
https://www.sendspace.com/file/mp6m0k https://gofile.io/d/dH2Xml
The purpose of this map would really be to record LJ demos on it if you like. It supports all the current techniques (except for slide variations atm) and you can change your distance/technique little quicker.
Proper testing is required (by more ppl than just me). Also any feedback is appreciated, thanks.
Originally posted by RoadrunnerHi, I updated my lj arena map a little.
-added ladderjumps
-fixed not being able to create checkpoints using KZ-Rush plugin
-changed highjump block width to 172 units (same as kz_ljs2)
-added more measures to prevent blocking
-added spawn room
As for the multiplayer version - I played some more with it to try and fit as many of these rooms into one map as possible which required some very creative optimizations (which I was forced into to work around traditional plugins which despise any movable blocks that are not classical bhops). In the end I was able to fit only 3 of these rooms into one map (could be 4 but I'd have to cut down the range of the distance block significantly). However, yesterday when I was finishing the multiplayer map I discovered a new engine limitation that didn't occur during my earlier testing and that effectively made the multiplayer version of this map not particularly viable. This has nothing to do with multiple players trying to block/bug the movable blocks or other collision problems, I focused on those problems and came up with a pretty smootly playable version even on multiplayer. The new problem that came up sometimes caused the game to crash after playing for a while. Until I figure out a solution to this the multiplayer version is passé. And even then it's probably not worth it going through all this hassle to make that version working since all the purpose it would really serve is to let 3 players use the arena rooms while the rest of the server would have to jump on a several static blocks I put there as well. For that scenario the original kz_longjumps2 is really much better option.
So I'm shifting my focus on the single player version, here's the DL:
https://www.sendspace.com/file/mp6m0k https://gofile.io/d/dH2Xml
The purpose of this map would really be to record LJ demos on it if you like. It supports all the current techniques (except for slide variations atm) and you can change your distance/technique little quicker.
Proper testing is required (by more ppl than just me). Also any feedback is appreciated, thanks.
Worse bug than previous time https://imgur.com/a/Tl8AyaB and buttons are not giving any effect or move FeelsBadMan
Can you please show the reproduction steps?
EDIT: Also what plugins u using would also help.
KZ-rush lan server as always https://www.sendspace.com/file/oc86x5
By the way,I figured out this, you have to do sv_restart 1 every time you join on this map, everything looks fine than
So you created a local server, then left and then joined again?
@SAJKEE test without kz rush about sv_restart ?
Originally posted by RoadrunnerSo you created a local server, then left and then joined again?
Same situation whenever you join on the map but when you already join on the map just type in console "sv_restart 1" not "retry"
Originally posted by JocA@SAJKEE test without kz rush about sv_restart ?
Meh, don't want to bother with that, probably will be the same but here is solution for guys who are using kz-rush plugin
Edit: maybe some other guys can confirm this or at least test it and give some feedback.
Isn't ladder block started counting from the ladder entity not from "wall" ? https://imgur.com/a/3ef5PFS If Yes than you will need to increase you digits by 2
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