Duckjump

SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
<div class="IPBDescription">it feels weird</div>(hope there was no discussion about this, can't find anything in the forum)

The Marine duckjump atm feels so weird imho.
why do you have the feeling, jumping and then crouch/duck makes you move down?
if a real person jumps and crouches, he moves his feet to his body and not contrary
hope you understand what I mean?

<img src="http://www.mortalkombatwarehouse.com/mk1/raiden/sprites/duckjump/ja1.gif" border="0" class="linked-image" />

Comments

  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    Actually, when a real person duck-jumps, he moves his feet and body to each other. Neither the head nor feet remain in the same position as before the duck because the force causing him to crouch is coming from within (what can be considered as) the closed system of his body.
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    edited February 2012
    <!--quoteo(post=1907651:date=Feb 28 2012, 01:19 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Feb 28 2012, 01:19 AM) <a href="index.php?act=findpost&pid=1907651"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, when a real person duck-jumps, he moves his feet and body to each other. Neither the head nor feet remain in the same position as before the duck because the force causing him to crouch is coming from within (what can be considered as) the closed system of his body.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I don't think so ... maybe they move to each other ... but the feet definitely move a lot more!
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Before the realism-crowd finds their way in here, yes duck-jump (as implemented in HL\NS1) has no bearing on reality at all. Having said that, it was fun and should return. At the moment there is no duck-jump but rather the combined functions of jumping and ducking and the emergent behaviour it creates when used at the same time: a kind of hovering\slow-motion mid-air.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    The feet are much lighter than the torso, so they do travel a further distance, yes. Make no mistake though, if both parts didn't have equal momentum, you'd be breaking conservation of energy (and doing all other sorts of wacky things like going into a microgravity environment and crouching until you hit lightspeed).
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Yes, it currently works to bring your torso down rather than your legs up. Would like to see it changed to the way it works in Source.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    If you remember the old HL1 tutorial, duckjump was demonstrated by an NPC to be vaulting up onto a higher surface. The animation didn't display this in any other context, but I do believe this was the original intent of duckjump.

    I agree that it was fun and should return.
  • comp_comp_ Join Date: 2011-06-27 Member: 106656Members
    +1 to OP.

    It just doesn't feel right, and somehow seems to slow down any possible movement "momentum" you had when you jumped.
  • SolitarioSolitario Join Date: 2006-10-29 Member: 58097Members
    <!--quoteo(post=1907810:date=Feb 28 2012, 12:21 PM:name=comp_)--><div class='quotetop'>QUOTE (comp_ @ Feb 28 2012, 12:21 PM) <a href="index.php?act=findpost&pid=1907810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 to OP.

    It just doesn't feel right, and somehow seems to slow down any possible movement "momentum" you had when you jumped.<!--QuoteEnd--></div><!--QuoteEEnd-->
    yes, it slows you down with no reason, that's exactly what I mean
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1907669:date=Feb 27 2012, 06:07 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 27 2012, 06:07 PM) <a href="index.php?act=findpost&pid=1907669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, it currently works to bring your torso down rather than your legs up. Would like to see it changed to the way it works in Source.<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's planned.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    While I grew up playing half life 1 and subsequently duckjump all the time in every game ever, you might consider making it automatic at the least as not everyone has the same reflex, especially if you didn't play half life.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited March 2012
    Yeah jumping at all is weird, if you press jump and duck its like you fly 2 seconds/lift you up.
    If you cruch and jump it feels like someone suck you up.
    I hope they fix that before final but i guess they will :=)
    Also the model rotation is sick, if you try cheats 1 and thirdperson, then rotate the view in 360° you will see, your model has a delay.
    Thats one of the reason i guess, why aliens die, they can not see the marine shoot at them if they are in the vent.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited March 2012
    If I recall rightly in HL, Duck-Jump was for extra height, and Jump-Duck for extra distance? Glad to see this coming in :)

    Price I'm having a little trouble understanding what you mean?

    The delay on turn, is just that, a delay for your model turning physically in game, but the turn speed and ingame play is all tied to 1st person, and not your model.

    All this means is in game, my model may not be looking at you when I kill you. This has no effect on whether you can see the marine or not. Your first person view is completely irrelevant to which way the model is facing, it fires where you aim or looks where you are looking, the state of the 'Model' in-game, and how quickly it updates it's turn state is not going to cause you to die in a vent?

    1st person view is always looking the right way, regardless of where the model in game appears to be looking. It is just slightly confusing for players who get killed by a marine not facing their direction. Or for marines getting killed by an alien not facing them, but the model is independent of the actual gameplay.

    Also the delay for the 3rd person model is very small.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    <!--quoteo(post=1911809:date=Mar 10 2012, 02:33 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Mar 10 2012, 02:33 AM) <a href="index.php?act=findpost&pid=1911809"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I recall rightly in HL, Duck-Jump was for extra height, and Jump-Duck for extra distance? Glad to see this coming in :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Jump-duck got you extra height. In singleplayer, right before going to Xen, Gordon gets handed a booster of some sort that makes duck-jump fling him forward at a pretty good clip, conveniently just in time for some of the "floating asteroid" Xen jumping puzzles.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1911809:date=Mar 10 2012, 02:33 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Mar 10 2012, 02:33 AM) <a href="index.php?act=findpost&pid=1911809"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also the delay for the 3rd person model is very small.<!--QuoteEnd--></div><!--QuoteEEnd-->

    unless you turn while jumping... as most marines do in combat, and then theres a whole ~1.5 seconds of delay when snapping your aim.
    this should be tightened up
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    It also feels like jumping height is affected by FPS or server tickrate or something. Sometimes I can easily jump on railing and sometimes I need about 100 attempts to get on them, so at the very least jumping seems pretty incosistent.
  • ÒŗăNģёÒŗăNģё Join Date: 2012-02-09 Member: 144437Members, Constellation, Squad Five Blue
    Currently crouch brings you down, useful for lerks and skulks and even fade. I'm guessing there isn't separate code for crouch yet and this is why when you jump crouch you basically fall down faster. For now try to sprint jump things, works a lot better.
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