Difference between revisions of "Talk:Movement:Jumping"

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* Do the collision hulls affect the situation, and if so, can we tweak them without other undesirable effects creeping in?
 
* Do the collision hulls affect the situation, and if so, can we tweak them without other undesirable effects creeping in?
 
* Is it the differing proportions between FF & TFC?
 
* Is it the differing proportions between FF & TFC?
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==The End?==
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Well I think this is fixed now, let me know if there's any more problems with it -mirv

Revision as of 16:00, 21 October 2005

Yeah

There's quite a few things that are being 'weird' here. When the 63 unit crouch jump clearance is set up correctly, the player's jump time (period spent in air) is way too short. It also messes up the regular jump height.

We need to make sure the standing jump height, crouch jump height, initial velocity and the period spent in the air are all consistent with TFC (or as close to TFC that people cannot tell).

Valve managed to make it so that CS1.6 -> CS:S was a very smooth and consistent transition. All of the map dimensions remained the same, but the movement appeared to remain much the same. The only thing I (Defrag) can ascertain as being different is that, in CS:S, if you crouch a split second before jumping (rather than when airborne) then you can actually jump a little higher. This isn't the case in FF, so we haven't inherited a bug or anything like that. Anyway, we need to work on this somehow.

Questions that must be answered:

  • Is the player height to blame?
  • Is gravity in FF consistent with TFC? This kinda applies here as gravity is not a force that acts as one might think.
  • Do the collision hulls affect the situation, and if so, can we tweak them without other undesirable effects creeping in?
  • Is it the differing proportions between FF & TFC?

The End?

Well I think this is fixed now, let me know if there's any more problems with it -mirv