<!--QuoteBegin-SaltzBad+Sep 8 2004, 06:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Sep 8 2004, 06:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Sep 8 2004, 01:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Sep 8 2004, 01:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I bhop over 400 without a 3jump script or mousewheel. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I walk over 400 (Just look down below the horizon and hit forward, or align the 2 uppermost teeth with the horizon and hold +movedown +forward), and get a first jump at about 480-540 depending on my FPS and mood. 400 doesn't even warrant bunnyhopping - unless you're breaking 460-480 on a consistent basis, you might as well glidejump aside from a bit of air control. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Wow this is new on me. I tried it out a little and was able to get the 400+ ground speed but I can't get anywhere near that speed on the first jump. What exactly do you do?
Moveup and movedown are the most crazy things ever for a skulk. Moveup in particular just lets you do all sorts of stupid midair walljumping trickery, along with bunnystrafing. Natural Selection's best feature is skulk stunts. There needs to be a tumble button I can press to barrel-roll or sommersault in midair. Natural Specialists for life.
Meanwhile marines are wiggle-running around strafing off walls and jumping from one side of Stability Monitoring to the other. I love this game.
<!--QuoteBegin-Hobojoe+Sep 9 2004, 08:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Sep 9 2004, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-RandomEngy+Sep 9 2004, 03:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RandomEngy @ Sep 9 2004, 03:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It makes me go faster on flat surfaces... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> bunnyhopping is much faster though.
if you look at the right angle and do +movedown on ramps though, you'll shoot up them, and at very high speeds, if its steep. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Interesting... but on a flat surface, how do you get the first jump to be 480-540? Are you supposed to be holding down crouch then? Looking down? Turning/strafing right beforehand?
Best way to turn floorskimming into a fast bhop is to skim, jump, let off the forward key, and look straight quickly (but not too far up) before you hit ground and have to jump again. It can be tricky, because you're already moving at an angle towards the ground, so the jump gets a lot less height than a normal jump, giving you a small fraction of a second to do all these actions in. I've found glidejumping or wallrunning to be a lot more consistently reliable for starting a good bhop.
<!--QuoteBegin-Mr.Ben+Sep 8 2004, 02:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.Ben @ Sep 8 2004, 02:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> People say "oh can't live without your scripts which give you skills" but really it's i can't play with this config because i'm not used to it and i hate that i'm being forced to change because scripting is percieved to be evil. This whole thing came about because of peoples perception of what is a perfectly innocent thing and labelling it as something bad when an alternative which has EXACTLY the same results is okay because it has a different name. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> WINNAR!
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
edited September 2004
<!--QuoteBegin-SaltzBad+Sep 8 2004, 02:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Sep 8 2004, 02:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and get a first jump at about 480-540 depending on my FPS and mood. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You mean 380-440? It is impossible to get above 493 in your initial jump as your speed will be reset to 493 upon actually jumping. Also, neither gliding nor wallstrafing can get speeds much above 430.
<!--QuoteBegin-Hobojoe+Sep 10 2004, 12:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Sep 10 2004, 12:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-a civilian+Sep 9 2004, 07:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Sep 9 2004, 07:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SaltzBad+Sep 8 2004, 02:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Sep 8 2004, 02:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and get a first jump at about 480-540 depending on my FPS and mood. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You mean 380-440? It is impossible to get above 493 in your initial jump as your speed will be reset to 493 upon actually jumping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> it may reset, but it seems to spike up very quickly..
i've been testing this with a _special script and fps's at 99, and around 200, and you definatly seem to go a lot faster at 200 fps, even if its not rendered.. you seem to reset to only about 510ish upon landing, probably because it accelerates quickly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> What would be a good initial jump speed for 60 FPS? And is this with or without crouch held down?
<!--QuoteBegin-Red_Ghost+Sep 9 2004, 08:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Red_Ghost @ Sep 9 2004, 08:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I get 550+ speeds without a script... you just need lots of practice to get the timing right
- w(oO)t <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Post demos..... I want to see that start jump at 540 and this non-scripters 550 speed. I really do. Just wow, really. Pro bunnyhoppers on forums but few to be found in game.
<!--QuoteBegin-a civilian+Sep 9 2004, 07:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Sep 9 2004, 07:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SaltzBad+Sep 8 2004, 02:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Sep 8 2004, 02:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and get a first jump at about 480-540 depending on my FPS and mood. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You mean 380-440? It is impossible to get above 493 in your initial jump as your speed will be reset to 493 upon actually jumping. Also, neither gliding nor wallstrafing can get speeds much above 430. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Its what the air, not groundspeed meter reads on ns_bhop for me (at 100 fps). Shrug.
<!--QuoteBegin-Swift Idiot+Sep 8 2004, 06:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ Sep 8 2004, 06:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And if they remove mousewheel as a key you can bind to jump, I'll use macros, which trumps anything the devs can do anyway. Win. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Out of curiosity, do macros let you bhop in counter-strike? I seriously doubt they do, since valve implemented code to specifically prevent the bhop. So no, they don't trump anything the devs can do.
While I personally feel that bhop shouldn't be in the game, Flayra has said that the game is balanced for it. If indeed it is balanced for it, something needs to be added so that the "newb" skulk can do it just as easily as the "vet" skulk. However, I don't feel that scripting should be the answer.
On another point, the comments being made about using macros are astounding me. I know that in every other mod that I've played, the only 3rd party application that is acceptable to use that affects the half-life engine is cheating-death. When did it all of a sudden become acceptable to download files (applications or otherwise) that aid you in your gaming?
<!--QuoteBegin--pGc-Prodigy+Sep 10 2004, 12:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-pGc-Prodigy @ Sep 10 2004, 12:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> On another point, the comments being made about using macros are astounding me. I know that in every other mod that I've played, the only 3rd party application that is acceptable to use that affects the half-life engine is cheating-death. When did it all of a sudden become acceptable to download files (applications or otherwise) that aid you in your gaming? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Macros would be ok since they don't affect Half-Life, they only affect your keyboard.
Speed cap is activated when you jump and your speed is over the max %. (at least in TFC)
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> speed is reset when you touch the ground<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> eggmac is correct, this is how valve implemented their bhop limit<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nope it's when you jump, I thought everyone knew that? When you reach far above the speed cap it can be in your best interest not to jump and just glide up that slope or whatever(if the slope is steep you will be going faster than 180 units/s upwards, which will count you as off ground no matter if you are or not, so friction isn't applied, this is also the cause of the sticking at the bottom of ladders bug if you have a high framerate and the can't walk up the bottom of a wall with a skulk bug if you have a high framerate.)
Takes a minute to prove it if you don't want to look at the source code(well obviously, the NS source isn't available but the HLSDK is, and just assume that ns devs are lazy and didn't change stuff they didn't need to change just for the fun of changing things). Turn sv_friction to zero, glide around until you reach above 1.7x and jump and you'll see it jump back to 1.7x. Gain some speed(blink, leap...) then land and don't do anything, you'll see that it doesn't reset.
// See if we are waterjumping. If so, decrement count and return. if ( pmove->waterjumptime ) { pmove->waterjumptime -= pmove->cmd.msec; if (pmove->waterjumptime < 0) { pmove->waterjumptime = 0; } return; }
// If we are in the water most of the way... if (pmove->waterlevel >= 2) { // swimming, not jumping <soylent: snip. swimming stuff isn't interesting> }
// No more effect if ( pmove->onground == -1 ) { // Flag that we jumped. // HACK HACK HACK // Remove this when the game .dll no longer does physics code!!!! pmove->oldbuttons |= IN_JUMP; // don't jump again until released return; // in air, so no effect }
<soylent: We only get to here if we are actually jumping this frame. If we are allready in the air this function would have returned before getting to this point, this function only gets called by pm_playermove, PM_PreventMegaBunnyJumping is only called from here and it scales back the player speed>
PM_PreventMegaBunnyJumping();
<soylent: snip, more uninteresting tuff> <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
edit: it won't let me use colors for my comments...
I tend to hover between 375 and 450 with only using spacebar for my bhop. I get a bit of a speed increase and I mainly do it for the dodging ability. I also do my hop without crouch though which means its more of a strafe jump hop that I took from quake2 modified slightly. It's not always a constant speed as I'll hit dips, but thats human error and should be part of the game imo.
i tend to get a speed of about 400-560 if i use the 3jump script it is easy using it, i tend to get 400 - 500 just using normal jump.... <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
<!--QuoteBegin-Soylent green+Sep 10 2004, 07:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Sep 10 2004, 07:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> speed is reset when you touch the ground<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nope it's when you jump, I thought everyone knew that? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes you're right. I was just trying to say that the speed cap doesn't affect you in the air so you can gain far more speed there than the speed cap allows
TheAdjHe demanded a cool forum title of some type.Join Date: 2004-05-03Member: 28436Members, NS1 Playtester, Constellation
<!--QuoteBegin--Alpha-+Sep 9 2004, 09:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Alpha- @ Sep 9 2004, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Red_Ghost+Sep 9 2004, 08:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Red_Ghost @ Sep 9 2004, 08:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I get 550+ speeds without a script... you just need lots of practice to get the timing right
- w(oO)t <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Post demos..... I want to see that start jump at 540 and this non-scripters 550 speed. I really do. Just wow, really. Pro bunnyhoppers on forums but few to be found in game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Thinking the exact same thing. I think I know of maybe <20 people that aren't clan players that can bhop well enough to call it that.
<!--QuoteBegin-TheAdj`+Sep 10 2004, 11:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj` @ Sep 10 2004, 11:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Alpha-+Sep 9 2004, 09:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-Alpha- @ Sep 9 2004, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Red_Ghost+Sep 9 2004, 08:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Red_Ghost @ Sep 9 2004, 08:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I get 550+ speeds without a script... you just need lots of practice to get the timing right
- w(oO)t <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Post demos..... I want to see that start jump at 540 and this non-scripters 550 speed. I really do. Just wow, really. Pro bunnyhoppers on forums but few to be found in game. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Thinking the exact same thing. I think I know of maybe <20 people that aren't clan players that can bhop well enough to call it that. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> What's annoying is all these anti-scripters actually believe these numbers and how easy it is and later make up those rediculous conclusions. My fav is that a 3jump script bunnyhops for you.... So many pro-bunnyhop and anti-bunnyhop people really do not have a clue what they are talking about.
If i bunnyhop for 10 mins on a flat surface and not once reach over 525 how do you pros do it? Oh opps, sorry i reached 535 once for 1/100 of a second now i can say i can bunnyhop at 535......
For those clueless only your ground speed matters.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin-eggmac+Sep 10 2004, 12:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eggmac @ Sep 10 2004, 12:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Soylent green+Sep 10 2004, 07:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soylent green @ Sep 10 2004, 07:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> speed is reset when you touch the ground<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Nope it's when you jump, I thought everyone knew that? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Yes you're right. I was just trying to say that the speed cap doesn't affect you in the air so you can gain far more speed there than the speed cap allows <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes I know that. I was pointing out that if you somehow managed to get over 493 speed before jumping, your speed would be reset to 493 upon jumping.
I dont think its really possible to consistently do that, manually.
The real reason is framerate. Not skill. Framerate.
To get a jump off perfectly, you have to hit jump on the very frame that you land, that exact frame. That RENDERER frame, not game frame.
This would be easier if framerate was constant... but in a fight or as you travel through the level, your framerate can fluctuate wildly. This makes even someone with perfect timing unable to do it properly, because its not about timing, its about luck at that point, because your framerate is basically random, and thus the time in which you have to press that button is largely random too - especially at really high fluctuating framerates.
Comments
WASD for directions
Mouse1 for attack
Mouse2 for jump / 9-jump script
E for crouch.
I walk over 400 (Just look down below the horizon and hit forward, or align the 2 uppermost teeth with the horizon and hold +movedown +forward), and get a first jump at about 480-540 depending on my FPS and mood. 400 doesn't even warrant bunnyhopping - unless you're breaking 460-480 on a consistent basis, you might as well glidejump aside from a bit of air control. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wow this is new on me. I tried it out a little and was able to get the 400+ ground speed but I can't get anywhere near that speed on the first jump. What exactly do you do?
Meanwhile marines are wiggle-running around strafing off walls and jumping from one side of Stability Monitoring to the other. I love this game.
bunnyhopping is much faster though.
if you look at the right angle and do +movedown on ramps though, you'll shoot up them, and at very high speeds, if its steep. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Interesting... but on a flat surface, how do you get the first jump to be 480-540? Are you supposed to be holding down crouch then? Looking down? Turning/strafing right beforehand?
WINNAR!
You mean 380-440? It is impossible to get above 493 in your initial jump as your speed will be reset to 493 upon actually jumping. Also, neither gliding nor wallstrafing can get speeds much above 430.
Is it? I've been told otherwise.
Is it? I've been told otherwise. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
eggmac is correct, this is how valve implemented their bhop limit
- w(oO)t
You mean 380-440? It is impossible to get above 493 in your initial jump as your speed will be reset to 493 upon actually jumping. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
it may reset, but it seems to spike up very quickly..
i've been testing this with a _special script and fps's at 99, and around 200, and you definatly seem to go a lot faster at 200 fps, even if its not rendered.. you seem to reset to only about 510ish upon landing, probably because it accelerates quickly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
What would be a good initial jump speed for 60 FPS? And is this with or without crouch held down?
- w(oO)t <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Post demos..... I want to see that start jump at 540 and this non-scripters 550 speed. I really do. Just wow, really. Pro bunnyhoppers on forums but few to be found in game.
You mean 380-440? It is impossible to get above 493 in your initial jump as your speed will be reset to 493 upon actually jumping. Also, neither gliding nor wallstrafing can get speeds much above 430. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Its what the air, not groundspeed meter reads on ns_bhop for me (at 100 fps). Shrug.
Out of curiosity, do macros let you bhop in counter-strike? I seriously doubt they do, since valve implemented code to specifically prevent the bhop. So no, they don't trump anything the devs can do.
While I personally feel that bhop shouldn't be in the game, Flayra has said that the game is balanced for it. If indeed it is balanced for it, something needs to be added so that the "newb" skulk can do it just as easily as the "vet" skulk. However, I don't feel that scripting should be the answer.
On another point, the comments being made about using macros are astounding me. I know that in every other mod that I've played, the only 3rd party application that is acceptable to use that affects the half-life engine is cheating-death. When did it all of a sudden become acceptable to download files (applications or otherwise) that aid you in your gaming?
Macros would be ok since they don't affect Half-Life, they only affect your keyboard.
Speed cap is activated when you jump and your speed is over the max %. (at least in TFC)
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> eggmac is correct, this is how valve implemented their bhop limit<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Nope it's when you jump, I thought everyone knew that? When you reach far above the speed cap it can be in your best interest not to jump and just glide up that slope or whatever(if the slope is steep you will be going faster than 180 units/s upwards, which will count you as off ground no matter if you are or not, so friction isn't applied, this is also the cause of the sticking at the bottom of ladders bug if you have a high framerate and the can't walk up the bottom of a wall with a skulk bug if you have a high framerate.)
Takes a minute to prove it if you don't want to look at the source code(well obviously, the NS source isn't available but the HLSDK is, and just assume that ns devs are lazy and didn't change stuff they didn't need to change just for the fun of changing things). Turn sv_friction to zero, glide around until you reach above 1.7x and jump and you'll see it jump back to 1.7x. Gain some speed(blink, leap...) then land and don't do anything, you'll see that it doesn't reset.
Or if you do want to look at source code:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
void PM_Jump (void)
{
int i;
qboolean tfc = false;
qboolean cansuperjump = false;
<soylent: Dead people don't jump :p >
if (pmove->dead)
{
pmove->oldbuttons |= IN_JUMP; // don't jump again until released
return;
}
tfc = atoi( pmove->PM_Info_ValueForKey( pmove->physinfo, "tfc" ) ) == 1 ? true : false;
// Spy that's feigning death cannot jump
if ( tfc &&
( pmove->deadflag == ( DEAD_DISCARDBODY + 1 ) ) )
{
return;
}
// See if we are waterjumping. If so, decrement count and return.
if ( pmove->waterjumptime )
{
pmove->waterjumptime -= pmove->cmd.msec;
if (pmove->waterjumptime < 0)
{
pmove->waterjumptime = 0;
}
return;
}
// If we are in the water most of the way...
if (pmove->waterlevel >= 2)
{ // swimming, not jumping
<soylent: snip. swimming stuff isn't interesting>
}
// No more effect
if ( pmove->onground == -1 )
{
// Flag that we jumped.
// HACK HACK HACK
// Remove this when the game .dll no longer does physics code!!!!
pmove->oldbuttons |= IN_JUMP; // don't jump again until released
return; // in air, so no effect
}
if ( pmove->oldbuttons & IN_JUMP )
return; // don't pogo stick
// In the air now.
pmove->onground = -1;
<soylent: We only get to here if we are actually jumping this frame. If we are allready in the air this function would have returned before getting to this point, this function only gets called by pm_playermove, PM_PreventMegaBunnyJumping is only called from here and it scales back the player speed>
PM_PreventMegaBunnyJumping();
<soylent: snip, more uninteresting tuff>
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
edit: it won't let me use colors for my comments...
Nope it's when you jump, I thought everyone knew that? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes you're right. I was just trying to say that the speed cap doesn't affect you in the air so you can gain far more speed there than the speed cap allows
- w(oO)t <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Post demos..... I want to see that start jump at 540 and this non-scripters 550 speed. I really do. Just wow, really. Pro bunnyhoppers on forums but few to be found in game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thinking the exact same thing. I think I know of maybe <20 people that aren't clan players that can bhop well enough to call it that.
- w(oO)t <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Post demos..... I want to see that start jump at 540 and this non-scripters 550 speed. I really do. Just wow, really. Pro bunnyhoppers on forums but few to be found in game. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Thinking the exact same thing. I think I know of maybe <20 people that aren't clan players that can bhop well enough to call it that. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What's annoying is all these anti-scripters actually believe these numbers and how easy it is and later make up those rediculous conclusions. My fav is that a 3jump script bunnyhops for you.... So many pro-bunnyhop and anti-bunnyhop people really do not have a clue what they are talking about.
If i bunnyhop for 10 mins on a flat surface and not once reach over 525 how do you pros do it? Oh opps, sorry i reached 535 once for 1/100 of a second now i can say i can bunnyhop at 535......
For those clueless only your ground speed matters.
Nope it's when you jump, I thought everyone knew that? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes you're right. I was just trying to say that the speed cap doesn't affect you in the air so you can gain far more speed there than the speed cap allows <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes I know that. I was pointing out that if you somehow managed to get over 493 speed before jumping, your speed would be reset to 493 upon jumping.
The real reason is framerate. Not skill. Framerate.
To get a jump off perfectly, you have to hit jump on the very frame that you land, that exact frame. That RENDERER frame, not game frame.
This would be easier if framerate was constant... but in a fight or as you travel through the level, your framerate can fluctuate wildly. This makes even someone with perfect timing unable to do it properly, because its not about timing, its about luck at that point, because your framerate is basically random, and thus the time in which you have to press that button is largely random too - especially at really high fluctuating framerates.