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Author Topic: jumping twice or more with a single key press  (Read 12926 times)
dash9
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« on: May 03, 2009, 08:14:32 AM »

I noticed this in OASago, sometimes when you spawn you fall and then the character jumps. So I tried jumping by ..pressing the jump key, like you normally press a key (short), without any other movement, and pretty often the character jumps 2 times or 3 times, instead of doing a single jump.

Is this a bug?
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sago007
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« Reply #1 on: May 03, 2009, 08:34:18 AM »

The Quake 3 physics is flawed in many ways especially the jump physics. In kaos2 you can get the character to jump automatically and extremely high after a jumppad. In mini arena you can make over bounces.

They are bugs that have survived because people liked the physics' feel.

In oasago2 it could possible be fixed by placing the spawn points differently but the jump 2-3 times normal height is not directly caused by them.
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dash9
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« Reply #2 on: May 03, 2009, 08:57:08 AM »

The Quake 3 physics is flawed in many ways especially the jump physics. In kaos2 you can get the character to jump automatically and extremely high after a jumppad. In mini arena you can make over bounces.

They are bugs that have survived because people liked the physics' feel.
As far as I know, overbounce happens only in special conditions. Is this also overbounce? From such low height?

In oasago2 it could possible be fixed by placing the spawn points differently but the jump 2-3 times normal height is not directly caused by them.
I'm not talking about a jump 2-3 times the normal height. When I press jump, the character jumps, then falls, then jumps again and falls, then jumps again and falls. With a single keypress.
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chaoticsoldier
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« Reply #3 on: May 03, 2009, 07:24:28 PM »

I've also seen this jumping problem in DM4ISH when I spawn near the shotgun, but it doesn't happen every time.
It might something to do with what I press just before I respawn. I've never been able to figure it out.
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sago007
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« Reply #4 on: May 03, 2009, 07:54:15 PM »

As far as I know, overbounce happens only in special conditions. Is this also overbounce? From such low height?
It is not overbounce it was just an example of the physics.
You cannot compare the height then you spawn because the game slams you towards the ground right before you spawn. The spawnpoints in oasago2 is placed a little above the ground to it might just be that it spawns you before you made contact with the ground.

I have seen the 2-3 times jump before in kaos2 while running at 333 fps and using the jumppad at the quad. The reason I compared it to overbounce was because in kaos2 (the map I usually use for physics testing). Most abnormalities in Quake 3 physics are connected so strafejumping and overbounce are not necessarily caused by two different bugs (neither are features).
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dash9
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« Reply #5 on: May 03, 2009, 08:57:11 PM »

I have seen the 2-3 times jump before in kaos2 while running at 333 fps and using the jumppad at the quad.
125fps here.
BTW, this also happens with ioq3 1.36 client (Apr 12 2009),

The reason I compared it to overbounce was because in kaos2 (the map I usually use for physics testing).
You did not finish the sentence. Smiley
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RAZ3R
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« Reply #6 on: May 05, 2009, 11:14:37 PM »

Yes, it's an overbounce. Also fixing it wouldn't affect the game 'feel' in anyway other than - there wouldn't be overbounces. The one bad side effect is suddenly 50% of defrag maps become unplayable - imo a server side cvar to toggle ob's (like defrag already has) would be a good solution to fix this.
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dash9
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« Reply #7 on: May 06, 2009, 05:02:59 AM »

Yes, it's an overbounce. Also fixing it wouldn't affect the game 'feel' in anyway other than - there wouldn't be overbounces. The one bad side effect is suddenly 50% of defrag maps become unplayable - imo a server side cvar to toggle ob's (like defrag already has) would be a good solution to fix this.

Nobody in #ioquake3 seem to be aware of this. For example:
May 04 04:35:36 <dash9> can it be overbounce? it's just a simple jump
May 04 04:36:17 <Catoptromancy> probably not on a single jump standing still

I tried with oa/defrag, and I could not make it, but with vanilla oa it happened at the 4th try...
I also tried with ioq3 1.36 client (Apr 12 2009) and it's the same as vanilla oa.

Are you sure it's an overbounce?
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PopeJo
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« Reply #8 on: May 06, 2009, 06:40:37 AM »

Yes, it's an overbounce. Also fixing it wouldn't affect the game 'feel' in anyway other than - there wouldn't be overbounces. The one bad side effect is suddenly 50% of defrag maps become unplayable - imo a server side cvar to toggle ob's (like defrag already has) would be a good solution to fix this.

Nobody in #ioquake3 seem to be aware of this. For example:
May 04 04:35:36 <dash9> can it be overbounce? it's just a simple jump
May 04 04:36:17 <Catoptromancy> probably not on a single jump standing still

I tried with oa/defrag, and I could not make it, but with vanilla oa it happened at the 4th try...
I also tried with ioq3 1.36 client (Apr 12 2009) and it's the same as vanilla oa.

Are you sure it's an overbounce?

use defrag
use these settings:
Code:
df_chs1_draw 1 // To active the Crosshair Status function
df_chs1_info1 56 // Put's "CHSINFO 56" at the crosshair.  CHSINFO 56 the most complete OB detector.
load oasago2

it will show a "J" in some cases --> its a jump overbounce.



meaning if you jump from your current position to the platform your crosshair aims at. you will get an overbounce.


if you got 0ups while doing it, you will "double jump" when just spawned, or get thrown up in the same height you're falling from.

same goes with the flag-mini-platform on oasago2 -
 if you WALK onto it, and WALK down again, you got a "J" overbounce.
try for yourself: if you walk on it, walk down, stand still (= 0ups), jump --> you double jump.


you can experiment with ps37ctf. from the top of the wall of the upper platforms down to the ground there is an OB, too.
or go to any RN defrag server and vote bardok-pornstar (or try at home: http://q3a.ath.cx/?mapdetails=BardoK-Pornstar) .. it starts with a jump-overbounce.


EDIT: I can't confirm the spawn --> instant J overbounce on oasago2. but I didn't try for long.
« Last Edit: May 06, 2009, 06:53:18 AM by PopeJo » Logged

dash9
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« Reply #9 on: May 06, 2009, 06:56:34 AM »

PopeJo, you did not answer my question. So here are a few more for you. Smiley
If I stay on horizontal ground, and I press jump (short, normal press) is it normal that when I touch the ground (without having any key pressed) I jump again? Is this an overbounce? I have 0ups all the time, why does it happen only sometimes? In trickhouse when you go to that room for training air-strafes, and you have 0ups when you fall, you always overbounce, not only sometimes.
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PopeJo
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« Reply #10 on: May 07, 2009, 07:46:09 AM »

PopeJo, you did not answer my question. So here are a few more for you. Smiley
If I stay on horizontal ground, and I press jump (short, normal press) is it normal that when I touch the ground (without having any key pressed) I jump again? Is this an overbounce? I have 0ups all the time, why does it happen only sometimes? In trickhouse when you go to that room for training air-strafes, and you have 0ups when you fall, you always overbounce, not only sometimes.

yes


now seriously Smiley

PopeJo, you did not answer my question. So here are a few more for you. Smiley
If I stay on horizontal ground, and I press jump (short, normal press) is it normal that when I touch the ground (without having any key pressed) I jump again? Is this an overbounce?
yes this is an overbounce.
it can happen when you spawn.
it is a bug, like gaining speed by strafing. but both "bugs" are considered normal by now and are heavily used in defrag.
I played a T4m8urYn0 map in defrag yesterday that had a spawnpoint that always gives you an overbounce.

I have 0ups all the time, why does it happen only sometimes? In trickhouse when you go to that room for training air-strafes, and you have 0ups when you fall, you always overbounce, not only sometimes.
it happens always when you walk on the small sago-flag-mini plattform, down again, and then jump. its like in the trickhouse map.

but, and I think I can't answer your question, I can't recreate the spawn-instant-doublejump on oasago. I never build a map, so I can't check if some spawnpoints are in an OB-height, that will always cause you to overbounce, or if it is possible to only "sometimes" get the spawn-overbounce. (maybe the spawnheight can vary a bit? causing you only sometimes to OB? - I don't know) ((maybe only in some versions of oasago? maybe you played on online servers with different sago versions??)) I am wildly guessing here.

what I can say is:
-you can get an overbounce by spawning
-you don't triple-bounce
-you can have an overbounce, but when moving (not having 0ups) you might not notice, as it only pokes you in a direction, not causing you to jump.
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sago007
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« Reply #11 on: May 11, 2009, 05:31:24 AM »

I can do the J overbounce on the flag platform only at 125 fps or pmove_fixed+pmove_msec 8. Maybe there can be small fps hicks while spawning? Or server forces a different pmove_msec?
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dash9
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« Reply #12 on: May 11, 2009, 05:41:56 PM »

I can do the J overbounce on the flag platform only at 125 fps or pmove_fixed+pmove_msec 8. Maybe there can be small fps hicks while spawning? Or server forces a different pmove_msec?
The question is: Can this be done in Q3 (not ioquake3) on Windows? Can anyone try?
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sago007
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« Reply #13 on: May 11, 2009, 05:47:41 PM »

The question is: Can this be done in Q3 (not ioquake3) on Windows? Can anyone try?
It is very likely because the physics are not calculated by the engine.
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