Difference between revisions of "Talk:Movement:Jumping"

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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.
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All of the old problems regarding jump height and duration have been fixed thanks to Mirv.
  
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).
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==New Areas of Discussion==
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How should we best penalise people who hold the jump key excessively?  I.e. we need to make jump timing a non-mindless skill without making it so hard that people just resort to either scripting it or cheating (like TFC).
  
Valve managed to make it so that CS1.6 -> CS:S was a very smooth and consistent transitionAll of the map dimensions remained the same, but the movement appeared to remain much the sameThe only thing I ([[User:Defrag|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 higherThis 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.
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'''We can release the mod WITHOUT''' this stuff being implemented, as Q3 semi-pogo is a decent compromise as it is'''This stuff is just extra and could potentially be coolIt might suckWe don't know.
  
Questions that must be answered:
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===Ideas===
* Is the player height to blame?
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* Reduce air control if player holds jump for too long
* Is gravity in FF consistent with TFC? [[Movement:Velocity_Versus_Height|This applies here]] as gravity is not a force that acts as one might think.
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* Reduce jump timing accuracy if player holds jump for too long
* Do the collision hulls fuck with things?
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* Is it the differing proportions between FF & TFC?
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Problems with these ideas:
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Firstly, how would we tell how long a player has been in the air? 
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Example: Say we code it so that a player cannot hold jump for longer than half of the time they're in the air, or over 0.5 seconds.
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They both sound reasonable, however.. say a player is making two jumps in quick succession (jump at the base of a ramp, then into the ramp surface).  The player might be airborne for 0.2 seconds.  Under the first model, the player would have to time his jump to an accuracy level of 0.1 seconds which is not possible to do consistently.  Under the second model it's ok, but there's probably other situations where this may cause problems.
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Can we even store / access the time a player has been airborne?
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If we can..
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===Another Idea===
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Have two cases.  Each rule is run depending on the circumstances.
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The first case is in effect when the jump timing is impossibly tight, so that if a player's time spent between jumps (i.e. airborne for 0.'''x''' seconds) is very small, no penalty is brought against the player regardless of how long they held jump.  Example: The 0.2 second case.  0.2 seconds is way too small a time to have any kind of accuracy, so if the player holds jump for 0.15 seconds of that 0.2 second period, we don't penalise for it.  People aren't robots.
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The second case is when the player is airborne for a decent period and has plenty of time to time their jump.  Example, a regular jump.  The player has 0.7 seconds in which to time the next jump, so we should perhaps penalise the player if, during the 0.7 seconds spent in the air, he holds jump for over 0.4 seconds of that.  
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===What contributes towards the jump timing?===
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Old jump commands should be '''ignored''' as they are worthless anyway.  I.e. if a player jumps and continues to hold jump without releasing the key and pressing it again, then don't count that +jump command towards the total time spent pre-jumping.  Under semi-pogo rules, the player must release & press the jump key for each new jump.  I.e. an 'old' jump press is useless, so it shouldn't penalise the player or count towards the time spent holding +jump between jumps.
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Just some ideas.
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-- [[User:Defrag|Defrag]]

Latest revision as of 13:56, 15 February 2006

All of the old problems regarding jump height and duration have been fixed thanks to Mirv.

New Areas of Discussion

How should we best penalise people who hold the jump key excessively? I.e. we need to make jump timing a non-mindless skill without making it so hard that people just resort to either scripting it or cheating (like TFC).

We can release the mod WITHOUT this stuff being implemented, as Q3 semi-pogo is a decent compromise as it is. This stuff is just extra and could potentially be cool. It might suck. We don't know.

Ideas

  • Reduce air control if player holds jump for too long
  • Reduce jump timing accuracy if player holds jump for too long

Problems with these ideas: Firstly, how would we tell how long a player has been in the air?

Example: Say we code it so that a player cannot hold jump for longer than half of the time they're in the air, or over 0.5 seconds. They both sound reasonable, however.. say a player is making two jumps in quick succession (jump at the base of a ramp, then into the ramp surface). The player might be airborne for 0.2 seconds. Under the first model, the player would have to time his jump to an accuracy level of 0.1 seconds which is not possible to do consistently. Under the second model it's ok, but there's probably other situations where this may cause problems.

Can we even store / access the time a player has been airborne? If we can..

Another Idea

Have two cases. Each rule is run depending on the circumstances.

The first case is in effect when the jump timing is impossibly tight, so that if a player's time spent between jumps (i.e. airborne for 0.x seconds) is very small, no penalty is brought against the player regardless of how long they held jump. Example: The 0.2 second case. 0.2 seconds is way too small a time to have any kind of accuracy, so if the player holds jump for 0.15 seconds of that 0.2 second period, we don't penalise for it. People aren't robots.

The second case is when the player is airborne for a decent period and has plenty of time to time their jump. Example, a regular jump. The player has 0.7 seconds in which to time the next jump, so we should perhaps penalise the player if, during the 0.7 seconds spent in the air, he holds jump for over 0.4 seconds of that.

What contributes towards the jump timing?

Old jump commands should be ignored as they are worthless anyway. I.e. if a player jumps and continues to hold jump without releasing the key and pressing it again, then don't count that +jump command towards the total time spent pre-jumping. Under semi-pogo rules, the player must release & press the jump key for each new jump. I.e. an 'old' jump press is useless, so it shouldn't penalise the player or count towards the time spent holding +jump between jumps.

Just some ideas. -- Defrag