Jump time
well FaiLED your calulations are correct ofc and the result too ... well in some cases ;) and my result 268,25 is correct too ... well in some cases ... welcome to the wonderland of the hl engine :D
I already saw jumps where the player wasn t on the ground after 0,75sec so what happens here? since it seems a lot of ppl are interested in it ill explain it a bit ^^
1. gravity isn t always 800 it sometimes changes to 787,5 so the real gravity is (800*33+787,5)/34=799,6324
so you would get 268,267 with your calculation.
why is it doing this? check out 4 ^^
2. how to get the 268,25? it s really easy just set sv_gravity to 0 and jump and get the z-speed. it s 268,25.
3. well if you actually measure the z-speed in 2 you ll get a different value ... actually two values it changes between 267,97 and 268,75 every frame so it s 268,36 here or if you really measure some more frames and make a meanvalue it s almost always exactly 268,324 sometimes 268,316.
4. well we could finish now if it wouldn t be the "great" hl engine ...
the hl engine calculates in engine frames so every framelength between 0.01sec and 0,01111sec becomes 0,01sec but the hightchange is still like in a 0,01sec frame (that s up to 10%...)
yes that s right well now i ll just gonna say it (never said it before anywere ;) ) by changing your fps to for example 92 you can stay in the air for 0,79sec instead of 0,73sec anyone ever said you can t change that? well you can :P and noone found it ... waited so long for that, with so many plugins around there now ^^
well that s also the reason why it s easier to jump with developer 1 on because you have a bigger chance that you re much lower than the next engine fps.
wait so you ll jump further with 92fps? no you ll jump exactly the same distance as you would with 100fps but you have more time to make the strafes.
well now for conclusion what s the correct z-speed ...
i would say it is 268,25*(100/fps) or 268,25*framelength and you don t really jump 45 units high but the engine wants you to jump 45 units so it changes some values sometimes so you still jump 45 units high well there is a way to jump 45+ units high with gravity 800 but that s another story ;P
uber edark.... just uber!!!!!!
Originally posted by eDarkwell there is a way to jump 45+ units high with gravity 800 but that s another story ;P
can we hear the end of the story???????
[blockquote][blockquote]eDark wrote ...
well there is a way to jump 45+ units high with gravity 800 but that s another story ;P[/blockquote]
can we hear the end of the story???????[/blockquote]
ye.. it would be nice :D
Originally posted by IchWill[blockquote][blockquote]eDark wrote ...
well there is a way to jump 45+ units high with gravity 800 but that s another story ;P[/blockquote]
can we hear the end of the story???????[/blockquote]
ye.. it would be nice :D
pls grandfather, finish the story ! :D
is there a rule which says that the player must have "fps_max 101" in his console? if not, i suggest u to make one.
how to get the 268,25? it s really easy just set sv_gravity to 0 and jump and get the z-speed. it s 268,25.
hehe yes, thats nice :)
well if you actually measure the z-speed in 2 you ll get a different value ... actually two values it changes between 267,97 and 268,75 every frame so it s 268,36 here or if you really measure some more frames and make a meanvalue it s almost always exactly 268,324 sometimes 268,316.
omg thats just... weird :I
the hl engine calculates in engine frames so every framelength between 0.01sec and 0,01111sec becomes 0,01sec but the hightchange is still like in a 0,01sec frame
Uhmm so net graph shows real fps instead of engine ones right?
yes that s right well now i ll just gonna say it (never said it before anywere ;) ) by changing your fps to for example 92 you can stay in the air for 0,79sec instead of 0,73sec anyone ever said you can t change that? well you can :P and noone found it ...
is there a rule which says that the player must have "fps_max 101" in his console? if not, i suggest u to make one.
Well you gotta have fps_max 101 :) http://xtreme-jumps.eu/page.php?10#Demo
But yes, imo its desired to forbid to change graphical synchronizations or similar stuff to get 90 fps :S, its easy to detect tho :)
there is a way to jump 45+ units high with gravity 800 but that s another story ;P
Im kinda curious, i think if it was usable someone would have found it yet tho :)
Originally posted by eDarkthere is a way to jump 45+ units high with gravity 800 but that s another story ;P
I know how :B
I think when u falling with "Oouch!" and bhop u jumps a bit higher..
你自己testing一下就知道拉~~
I have question about time in air after CJ-ing (duck-tapping before jump).. and do u have more time with drop cj/lj ? with taking damage (if u go 45+ units high)
Nice, everything is correct eDark.. :D
Originally posted by eDarkwell if you actually measure the z-speed in 2 you ll get a different value ... actually two values it changes between 267,97 and 268,75 every frame so it s 268,36 here or if you really measure some more frames and make a meanvalue it s almost always exactly 268,324 sometimes 268,316.
omg thats just... weird :I
Well it's not "weird". In programming, it's easy to limit the fps. It's a whole different thing to limit the changes between different fps values.
By the way, does this mean that you can jump a bit higher on some jumps (if you have stable fps?) ?
so whats with the end? :D
Omg... The next XJ server plugin should "detect" people who has got under fps_max 100. Elsewhere this could ruin some maps...
eDark you are simply just one of the coolest persons in this community! I gotta say it!
Btw. JanniK go oblige yourself with some camouflage!
Sorry for bumping such and old thread but i need :
CJ landing time !
Originally posted by kayneNice, everything is correct eDark.. :D
with eDark its always correct :)
Originally posted by dLxSorry for bumping such and old thread but i need :
CJ landing time !
cj landing time?
Yes like 0.732 at lj. :D
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