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Messages - Derek

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1
General Discussion / Re: Mathematical description of air strafing
« on: October 11, 2013, 12:25:31 AM »
That's pretty cool. Can you explain what changing the (now-defunct) cvar sv_airaccelerate does to the equations?
I'm not sure, but my guess is that air acceleration = sv_airaccelerate * max ground speed. In my research I found that air acceleration was 10 * max ground speed, and as I recall sv_airaccelerate is 10, so this makes sense. But it's only a guess.

2
General Discussion / Re: Bungee Jump Game
« on: October 07, 2013, 03:34:21 PM »
Back in the day, I used to play a game called Weapons Factory (mod for Quake2 engine), which is essentially like Team Fortress capture the flag, but half the classes also had grappling hooks.  If your game (tf2 mod?) brought anything like that to TF2 I'd be in heaven :P

With grappling hook you could build up some pretty amazing speed...and if you hit a ramp (like a 45 degree slope) with that speed you'd do a ramp slide and fly real far.  Also, we had bunny hopping (hold W+A or D, and jump) that allowed you to move quicker than normal, so combined with the grappling hook you could get insane speeds....made the game really fast paced.

Here's a video of game play in Weapons Factory as the Marine class (like a tf2 soldier with grappling hook):


The video is pretty dark, and the guy playing isn't that great with the grapple, but you can at least see it in use.  There's no fancy physics, it just attaches to a surface and pulls you in a straight line...but still fun to use.

So anyway, what's the demo gonna be like?  Are you just gonna run a server, have us download the map and try it out?  Or can we try it out locally somehow?

The first game with grappling hooks (as far as I know) was Threewave CTF for QuakeWorld. A lot of mods have copied it since then.

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General Discussion / Re: Mathematical description of air strafing
« on: October 07, 2013, 09:52:19 AM »
nice work

and interesting, thats like nearly 100% the same as: http://www.funender.com/quake/articles/

got some different diagrams though, so nice there, but i already knew all of this... but still nice for others ^^

Yes, this is what inspired me. The "rules" that TF2 uses are the same as Quake, but the constants are completely different.

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General Discussion / Mathematical description of air strafing
« on: October 06, 2013, 11:28:53 PM »
I wrote this for anyone who is curious about the mechanics of air strafing, inspired by a similar guide to strafe jumping in Quake a saw once.

It basically just looks at the physics and math behind air strafing. It's not really a guide, but some of you may find it interesting.


http://steamcommunity.com/sharedfiles/filedetails/?id=184184420

5
Jump Help / Re: Ctap questions
« on: March 15, 2013, 06:18:45 PM »
i think the answer is pretty easy why it maybe not works this picture should answer a bit:

the program i used is geogebra a math program
the body always stands on the highest point he can touch in a slope but the rockets model is smaller and so it can pass a bit.
This certainly sounds plausible, but can anyone else confirm that they have the same problem? Some people here seem skeptical, which suggests that they can do it.

Firstly... Maybe u should go to jump_ctap_test and see if your jumps are actually a ctap first. Cause i thought i had got ctap down but i realized i didnt when i saw ctap jumps
I can't quite make it over the top of the 685 wall (the lower one). Specifically, my highest jumps are just high enough to see over the top. This is still substantially higher than a normal rocket jump, so I know it's not perfect, but it is something.

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Jump Help / Re: Ctap questions
« on: March 15, 2013, 01:38:14 AM »
Except it works perfectly fine on flat ground and up slopes. Surely I can't be the only one to notice this.

I mean, I'm not perfect, I'm still practicing it, but I can get a successful ctap at least 50% of the time on flat ground or an upslope in combat. But never, never, on a downslope.

I first noticed this on koth_arctic. I was trying to ctap from the roof of the hut on the right to the top of the crates in the middle. This should be quite easy, a normal rocket jump will easily work, but every time I tried to ctap it, it completely whiffed.

I can easily ctap from the back of the hut roof, with tons of room to spare even though it's further away, and I can ctap from the ground underneath the hut, even though it's much lower. But from the front of the roof, where it slopes down, I cannot ctap.

Here is an image if you're not familiar with the map. You can see where I jumped from the blast marks.

7
Jump Help / Re: Ctap questions
« on: March 13, 2013, 09:59:20 PM »
I don't think so. I have no problem doing a normal rocket jump on slopes, and a ctap doesn't work even when I look straight down.

8
Jump Help / Ctap questions
« on: March 12, 2013, 12:52:20 PM »
I've been practicing ctaps lately, getting better. But I've noticed I can't ctap on downslopes (conversely, ctaps on upslopes are really easy). Is this normal? Is it really difficult to ctap on downslopes,, or is it not possible at all?

9
General Discussion / Re: Jump names
« on: March 25, 2012, 05:57:32 AM »
Been told many times that walljumping with W is wrong, and you see all them new jumpers try to do so. Might as well call jump1 scrubjumping. Or lazyjumps.
I think (hope) people only say that because new jumpers tend to try to airstrafe with W and it doesn't work. If you understand how airstrafing works, then there is nothing any different about W (or S) then A or D. It can make certain jumps easier, like the ones demonstrated in the first video. I myself use a variant of that for long left wall jumps. I look about 135 degrees back, hold W and D, and hold M1. It's not perfect (you need to look further forwards when you start going fast), but it's very easy and works pretty well for most of these jumps. A lot easier than trying to flick 135 degrees back and forth while alternating A and D.

10
New Maps / Re: Me Made a Map
« on: March 24, 2012, 03:09:19 AM »
This is now one of my favorite maps. The difficulty scales very nicely from A to D and the jumps in between, it should be a really good map for a server with mixed skills. I also really like how you have all four courses tangled in each other.

I've been able to beat all of A through C, and D 1-4, 6, and 7 (skipped 5 because I can't down pogo worth crap). I also did the A, B, and C bonuses after reading how to find them in this thread.

On C jump 6, I first beat it with a down pogo and it looks like that's what you wanted, but I also found you could beat it with a single carefully place rocket. For someone who sucks at down pogoing like me, this can be a lot easier. I'm not sure if this was intended.

11
General Discussion / Re: Sentry Jumping Maps?
« on: July 20, 2011, 11:04:57 PM »
We'll get right on it.
I think I detect a hint of sarcasm here :p

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General Discussion / Re: Sentry Jumping Maps?
« on: July 20, 2011, 01:31:38 AM »
I've done Chavel and Adventure with engineer. I'ld like to see a map made specifically for wrangler engineer.

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