1.0 walljump

elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
edited November 2012 in NS2 General Discussion
<b><u>1.0 walljump</u></b>
Here is my take on the three core problems i have with 1.0 walljump design and implementation, which are unpredictability, unnecessary complexity, and skill <b>curve</b> or lack thereof.

<b>Unnecessary complexity</b>
There is no consolidated means of actually getting speed with like 4 different methods that don't tie together very well. Most oft than not, they clash.
1) Jumping downwards (You need to look down at an arbitrarily steep enough angle to get a suddenly higher speed boost).
2) Speed boost on floor jump due to downward momentum conversion
3) <b>Vertical</b> speed boost from timing your jump 0.325 seconds after you land on a wall.
4) Speed boost from glancing, parallel walljumps (exploiting the ability to jump off a wall without actually attaching to it)

1,3,4 conflict with each other and 2 is just an unnecessary and net harfmul byproduct - your speed will rapidly drop down to the maxspeed.

As opposed to singular, simple rules with alot of organic room such as
a) scaled speed boost from jumping off a wall as soon as possible.
or
b) Speed boost from turning into a strafe in the air.

<b>Unpredictability</b>
There is no gradual speed increase and alot of micro speed jitter (it becomes quite evident whats going on when you turn on debugspeed). Downward momentum conversion has a few bad consequences. Straight floor jumping creates micro speed jitter that serves no real purpose. In some cases you also get some very weird cases of abrupt ice skating with strafe jumping.

Walljump launch direction is unpredictable given that a vertical boost is added depending on where you hit jump in a 0.65s curve from when you land. This is both for the skulk and the marine. Delayed timers essentially add alot of noise.

<b>Skill Curve</b>
The walljumpskill curve (separate from other skulk skills), is by no means gradual and kind of looks like this. Yea i know i suck at mspaint.
<img src="http://i.imgur.com/vYswo.jpg" border="0" class="linked-image" />

The first effectiveness step is utilisation of speed boost methods 1 and 2. The second is 3 where you stop purposely utilising downward momentum conversion, and the third is 4 where you put aside most of what you learnt in the previous steps and operate in a totally different system of thinking. The player is always going to feel limited, with no real way to organically practice or improve without learning the next distinct system.

Small incremental speed boosts (as opposed to 7 to 8.5 instantly) from jumping as soon as you touch the wall, with pre and post jump scaling do not suffer from this stepped skill 'curve'. Also, despite the ammount of hate bhop gets, it has an even smoother skill curve. Whether or not bhop gets implemented seems more of a 'political' reason than any so i don't want to talk about bhop nor have it be the focal point.

<b>Amendment</b>
<!--QuoteBegin-Elodea+--><div class='quotetop'>QUOTE (Elodea)</div><div class='quotemain'><!--QuoteEBegin-->Ok! It seems like i didn't check the code deeply enough. The delayed timing code was only hooked up to debugspeed and not actual movement.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// the duration of the bound (time from landing, to deepest point, to top)
Skulk.kJumpTimingDuration = 0.65
....
function Skulk:GetSpeedDebugSpecial()
    return ConditionalValue(self:GetCanJump(), self:GetJumpTiming(), nil)
end<!--c2--></div><!--ec2-->
However, i still don't think this changes too much. The only ammendment/s i'd make is to say there are still 3 distinct ways of using walljump - downward momentum conversion, upward launching to confuse and position, parallel glancing jumps to chain heaps of speed. I'm making the distinction between downward and upward because they both rely on two different understandings.
- Downward results from the player learning there is a downward to forward momentum mechanic. They learn that jumping down at a steep enough angle off vertical surfaces will give a bigger speed boost.
- Upward results from the player learning they can launch in the direction they are looking.
- The player cannot do both at the same time

<b>Unpredictability</b>
Instead of a delayed timer encouraging players to move at abruptly different speeds, the ability to successfully walljump off a wall at any time and the magnitude of the boost/boost floor means players can still emulate very unpredictable speed paths.
<b>
Skill curve</b>
The first two steps are going to be closer together. At the worst, we still have a binary two step system with very limited organic improvement room.<!--QuoteEnd--></div><!--QuoteEEnd-->
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Comments

  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    edited November 2012
    I am very sorry for potentially derailling yet another thread with my incessant questioning, but where can I find guides to the 4 kinds of walljumping you're talking about? I have seen this video: <a href="http://www.youtube.com/watch?v=RUYwk_oBh3s" target="_blank">http://www.youtube.com/watch?v=RUYwk_oBh3s</a> and this video <a href="http://www.youtube.com/watch?v=ki1Uv0JdfHM" target="_blank">http://www.youtube.com/watch?v=ki1Uv0JdfHM</a>, but I don't understand all the 4 kinds you have talked about. Particular the ones between 1 3 and 4.
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    Hugh did a Q&A sesh yesterday, I asked if walljump was going to be updated and he got pretty excited about what Andy(?) was doing with it.

    Hopefully we will get to play with it soon enough.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    I kind of like the current walljump, not really for the speed but just for the agility it provides, it's also very easy to use. But yes, the mechanics seems really complicated (I don't really know how it works, I should read the code).

    What I'd like to try is something much simpler and consistent: speed boost on jump (from any surface) and a bit of vertical air control (so you can redirect a bit your vertical speed into horizontal one).
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=2010908:date=Nov 5 2012, 10:45 PM:name=Sooty)--><div class='quotetop'>QUOTE (Sooty @ Nov 5 2012, 10:45 PM) <a href="index.php?act=findpost&pid=2010908"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am very sorry for potentially derailling yet another thread with my incessant questioning, but where can I find guides to the 4 kinds of walljumping you're talking about? I have seen this video: <a href="http://www.youtube.com/watch?v=RUYwk_oBh3s" target="_blank">http://www.youtube.com/watch?v=RUYwk_oBh3s</a> and this video <a href="http://www.youtube.com/watch?v=ki1Uv0JdfHM" target="_blank">http://www.youtube.com/watch?v=ki1Uv0JdfHM</a>, but I don't understand all the 4 kinds you have talked about. Particular the ones between 1 3 and 4.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not at all!
    Here is the first method (beginner).
    <a href="http://www.youtube.com/watch?v=9iTVrw02WCQ" target="_blank">http://www.youtube.com/watch?v=9iTVrw02WCQ</a>
    Here is the second method. Notice how skie is delaying his jumps when he lands on walls.
    <a href="http://www.youtube.com/watch?v=jwL9bWq-En8" target="_blank">http://www.youtube.com/watch?v=jwL9bWq-En8</a>
    Here is the third. Notice how you don't hear the clanking skulk landing sound, only the plop jumping sound.
    <a href="http://www.youtube.com/watch?v=KNLHGSzXySU" target="_blank">http://www.youtube.com/watch?v=KNLHGSzXySU</a>
  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    edited November 2012
    Omg. Thank you so much for the links. The videos are really illuminating (especially the second one), and it's making me excited to play the game again!

    Some of these videos are really required viewing, they need to be seen by everyone!
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    When walljumping, do you guys hold strafe keys while holding forward and flicking the mouse?

    I still do, but it's mainly because I'm so used to using strafe from the Bhop days of NS and not sure if it's actually beneficial.
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    edited November 2012
    walljump is flawed by design, because youre going to end up jumping on the ground to keep speed anyway and walls are not designed to walk on unlike floors. It is going to be inferior to bhop no matter what, and we just have to accept it as a design change that UWE made (like sprinting, olololol). The most we can hope for is that it gets fixed via modding or there is some hidden characteristic in it that makes it viable. Other than that I can see one way UWE can counteract the problems it makes, which is giving skulks a new mechanic. Bhop, or the same double jump that the fade has.
  • AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
    I don't at all agree that the current walljump mechanic is complex. Not saying it's perfect either but I like it a lot in its current form. The first videos Sooty linked are very old and don't apply any more so please ignore those and forget anything you've heard about timing. The second and third videos elodea linked probably show the current mechanic the best.

    Also, let me repost what I wrote about Skulk jumping a few weeks ago. This is straight from reading the code so it should be accurate, but might work out a bit differently in practice:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Basically wallljumping adds a boost in the direction you're facing on top of your current velocity. So depending on your angle coming into the wall and your view angle this can results in either an increase or decrease in speed (the more parallell to the wall the jump is, the bigger the increase). In any case a walljump will always set your speed to a minimum of 8.5.

    When it comes to friction there are two factors, ground friction and air friction. On the ground or a wall you are affected by ground friction but this only kicks in 0.3 seconds after you land. This means that if you time your jumps right you will only be affected by air friction. Air friction will always slow you down while in the air, but you will also gain speed from the transfer of downwards velocity into forward velocity, and of course from walljumping. So if you do it right you will gain enough speed to cancel out the air friction and get a net increase.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    <!--quoteo(post=2010963:date=Nov 5 2012, 03:04 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Nov 5 2012, 03:04 PM) <a href="index.php?act=findpost&pid=2010963"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here is the second method. Notice how skie is delaying his jumps when he lands on walls.
    <a href="http://www.youtube.com/watch?v=jwL9bWq-En8" target="_blank">http://www.youtube.com/watch?v=jwL9bWq-En8</a>
    Here is the third. Notice how you don't hear the clanking skulk landing sound, only the plop jumping sound.
    <a href="http://www.youtube.com/watch?v=KNLHGSzXySU" target="_blank">http://www.youtube.com/watch?v=KNLHGSzXySU</a><!--QuoteEnd--></div><!--QuoteEEnd-->
    I'm guessing mf uses mwheel or a script to jump, but that's just a guess. I just use mouse2, so my timing isn't so good. I'm not 'delaying' it on purpose.
    If you press jump fast enough, before actually touching the wall, there's no sound. The method is exactly the same, the timing is just different.

    I fear the moment when the movement changes again and I have to redo the tutorial once again.

    But I would like a system where the speed increase is more linear and maintainable. We will see.
  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    <!--quoteo(post=2011046:date=Nov 5 2012, 10:06 PM:name=Agiel)--><div class='quotetop'>QUOTE (Agiel @ Nov 5 2012, 10:06 PM) <a href="index.php?act=findpost&pid=2011046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The first videos Sooty linked are very old and don't apply any more so please ignore those and forget anything you've heard about timing. The second and third videos elodea linked probably show the current mechanic the best.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I truly apologize for that. I just typed "ns2 walljumping" into youtube and clicked on the most obvious links. Oops. Can someone clarify for me whether simply jumping around increases movement speed?

    <!--quoteo(post=2011070:date=Nov 5 2012, 10:26 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Nov 5 2012, 10:26 PM) <a href="index.php?act=findpost&pid=2011070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm guessing mf uses mwheel or a script to jump, but that's just a guess. I just use mouse2, so my timing isn't so good. I'm not 'delaying' it on purpose.
    If you press jump fast enough, before actually touching the wall, there's no sound. The method is exactly the same, the timing is just different.

    I fear the moment when the movement changes again and I have to redo the tutorial once again.

    But I would like a system where the speed increase is more linear and maintainable. We will see.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Skie thank you again for your video. It was really awesome to watch, my jaw dropped several times while watching it. Do you mind explaining what you just posted a little clearer? So you use mouse2 to jump instead of spacebar? Is the delay not necessary? Which is the part in the videos which make you think that he uses a script to jump?
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    <!--quoteo(post=2011082:date=Nov 5 2012, 04:34 PM:name=Sooty)--><div class='quotetop'>QUOTE (Sooty @ Nov 5 2012, 04:34 PM) <a href="index.php?act=findpost&pid=2011082"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skie thank you again for your video. It was really awesome to watch, my jaw dropped several times while watching it. Do you mind explaining what you just posted a little clearer? So you use mouse2 to jump instead of spacebar? Is the delay not necessary? Which is the part in the videos which make you think that he uses a script to jump?<!--QuoteEnd--></div><!--QuoteEEnd-->
    - I've been using mouse2 to jump since playing Duke Nukem 3D back in 1996. I can't fathom using space, mousewheel, scripts or anything such to jump.
    - You don't have to delay when you hit a wall before you jump off. Whether you hear a 'clank' sound or not when you jump off, you still get the boost.
    - Whole video pretty much, the timing on jumping from a wall consistently without making a sound is pretty narrow. Not impossible though.

    - Simply jumping off a wall always gives a speed boost, but plain jumping along the ground doesn't. Also falling in the air after a jump from the wall gives you extra speed, but it has to be quite a high jump to be effective.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited November 2012
    <!--quoteo(post=2011046:date=Nov 6 2012, 01:06 AM:name=Agiel)--><div class='quotetop'>QUOTE (Agiel @ Nov 6 2012, 01:06 AM) <a href="index.php?act=findpost&pid=2011046"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So if you do it right you will gain enough speed to cancel out the air friction and get a net increase.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well if this is the intended result, then there's got to be a bug preventing this from happening because it just doesn't. Floor jumping with tight timings only causes your speed to spike for a tiny bit without actually having any real effect.

    <!--QuoteBegin-Skie+--><div class='quotetop'>QUOTE (Skie)</div><div class='quotemain'><!--QuoteEBegin-->I'm not 'delaying' it on purpose.<!--QuoteEnd--></div><!--QuoteEEnd-->
    haha oh. Either way, i checked the lua and there seems to be a vertical speed boost for delaying your jump kinda like the old spring mechanic? First time i watched your vid a few days ago, i was wondering how you were getting the air you were getting, so i started delaying the jumps which seemed to do the trick..

    *oh and im pretty sure mf isn't scripting. I've been trying to learn how to do it recently and it did seem like the trick was to avoid actually touching the wall while jumping parallel to the wall...
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    i wonder... if someone bunny hops in circles to accelerate and then sonic boom across the map they're guaranteed to get into biting range of a marine and there's virtually nothing the marine can do... doesn't that remove the advantage of ranged weapon?

    walljumping seems to be difficult just because the walls are strewn with obstacles, so i can see that it's more difficult than it 'should' be, but i don't really want to see linear acceleration bunny hopping (to the extent that i've seen it counterstrike etc).
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    Yes it does remove some ranged advantage, but not positional. skulks take 10 bullet with w0 rifles, can kill a skulk in 2 seconds, the same it takes for a skulk to bite you down. If an alien is that good then the marine is expected to be too. It all comes down to player skill (or hitreg, hehehhehe)
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    <!--quoteo(post=2011106:date=Nov 5 2012, 03:00 PM:name=NeoRussia)--><div class='quotetop'>QUOTE (NeoRussia @ Nov 5 2012, 03:00 PM) <a href="index.php?act=findpost&pid=2011106"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes it does remove some ranged advantage, but not positional. skulks take 10 bullet with w0 rifles, can kill a skulk in 2 seconds, the same it takes for a skulk to bite you down. If an alien is that good then the marine is expected to be too. It all comes down to player skill (or hitreg, hehehhehe)<!--QuoteEnd--></div><!--QuoteEEnd-->

    yeah but if it's 50/50 then it's unfair for the marine, because the marine doesn't have any choice... he didn't choose to fight, it was the skulk

    i can't even imagine how frustrating it would be to be playing as marine and all of a sudden a skulk soars into the room unannounced and kills you. it's totally not the same as a skulk running down a corridor towards a cautious marine. getting into melee range is half of the battle, and that would be gone for pretty much any player who practices bunny hopping for an hour or so.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    <!--quoteo(post=2011091:date=Nov 5 2012, 04:45 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Nov 5 2012, 04:45 PM) <a href="index.php?act=findpost&pid=2011091"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->haha oh. Either way, i checked the lua and there seems to be a vertical speed boost for delaying your jump kinda like the old spring mechanic? First time i watched your vid a few days ago, i was wondering how you were getting the air you were getting, so i started delaying the jumps which seemed to do the trick..

    *oh and im pretty sure mf isn't scripting. I've been trying to learn how to do it recently and it did seem like the trick was to avoid actually touching the wall while jumping parallel to the wall...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Could be some old, redundant code. It's a bit of a jumble. I haven't looked that deep into it recently.
    The way to get air is to look up when jumping... you simply go faster to the direction you're looking and moving at, so it enables pretty high jumps.
    And I can believe you about mf, he was already good in Dystopia years ago.
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    Yea thats how NS1 and competitive NS2 is. You need to play positionally and with your team, because skulks can be on you in seconds. If you give the marine time to shoot you will have to rely on him missing, because there is no way to kill a marine with good aim unless that doesn't happen at least 1v1. Both sides have their strenghs and positional mobility is the alien's.
  • MinstrelJCFMinstrelJCF Join Date: 2009-05-10 Member: 67379Members
    edited November 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I can't even imagine how frustrating it would be to be playing as marine and all of a sudden a skulk soars into the room unannounced and kills you. it's totally not the same as a skulk running down a corridor towards a cautious marine. getting into melee range is half of the battle, and that would be gone for pretty much any player who practices bunny hopping for an hour or so.<!--QuoteEnd--></div><!--QuoteEEnd-->

    See NS1, skulks had more speed and better mobility from bunnyhop and celerity mechanics and yet somehow you could still regularly win 1 v 3s as marine with your LMG going up to 4 or even 5 with the pistol. Marines could also utilize the air control doing a backwards strafe jump away and bunnyhop up ramps and off railings.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    Great OP and agree with your suggestions. Hopefully Sewlek, who is working on movement for UWE, will read this. It would also be nice if he could tell us a little about what it is he's working in.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Great post but probably completely wrong (except the unpredictability part). It seems he didn't read the code before posting. Maybe I missed something, but I'm skeptical.

    I would prefer that Sewlek fixes the huge vertical jitter that you get when you jump repeatedly on the floor.
  • male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
    <!--quoteo(post=2011070:date=Nov 6 2012, 12:26 AM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Nov 6 2012, 12:26 AM) <a href="index.php?act=findpost&pid=2011070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm guessing mf uses mwheel or a script to jump, but that's just a guess. I just use mouse2, so my timing isn't so good. I'm not 'delaying' it on purpose.
    If you press jump fast enough, before actually touching the wall, there's no sound. The method is exactly the same, the timing is just different.

    I fear the moment when the movement changes again and I have to redo the tutorial once again.

    But I would like a system where the speed increase is more linear and maintainable. We will see.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hello Skie :) Thought i recognised your name from Dys, wasn't sure!

    Just space bar btw with extreme tight timing. Although not as tight as the 1/60th of a second frame links in street fighter!
  • SootySooty Join Date: 2002-12-23 Member: 11416Members
    I think I'm switching over to mouse 2 for jumping this game too... it's so hard to hold C and press space while still using WASD at the same time :/

    Skie, any chance of you giving me a tutorial on walljumping in person sometime XD
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    <!--quoteo(post=2011196:date=Nov 5 2012, 06:01 PM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Nov 5 2012, 06:01 PM) <a href="index.php?act=findpost&pid=2011196"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great OP and agree with your suggestions. Hopefully Sewlek, who is working on movement for UWE, will read this. It would also be nice if he could tell us a little about what it is he's working in.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Upcoming skulk movement changes can be tested out with Sewlek's Prototyping Mod now. Currently it's just refinement of the previous system and clean-up of the code mainly. There's also a bug introduced by this new code so it will not be put into public use quite yet.

    <!--quoteo(post=0:date=:name=mf-)--><div class='quotetop'>QUOTE (mf-)</div><div class='quotemain'><!--quotec-->Just space bar btw with extreme tight timing. Although not as tight as the 1/60th of a second frame links in street fighter!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Cool to hear, pretty boss of you then!

    <!--quoteo(post=0:date=:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki)</div><div class='quotemain'><!--quotec-->I would prefer that Sewlek fixes the huge vertical jitter that you get when you jump repeatedly on the floor.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That bug is being a bit elusive, I've already reported it and it happens with all classes. Need to get matso working on it because I think it has something to do with prediction.

    <!--quoteo(post=0:date=:name=Sooty)--><div class='quotetop'>QUOTE (Sooty)</div><div class='quotemain'><!--quotec-->Skie, any chance of you giving me a tutorial on walljumping in person sometime XD<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sorry, don't have the time for that.
  • BarisartBarisart Join Date: 2012-10-31 Member: 164947Members
    Great topic.

    Wall jumping/bhopping really defines a game. It can make it or break it.
    Good to shed some light on this!
  • JowJow Join Date: 2011-06-23 Member: 106032Members
    Add in strafe jumping to compliment wall jumping, job done.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited November 2012
    <!--quoteo(post=2011358:date=Nov 6 2012, 04:55 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Nov 6 2012, 04:55 AM) <a href="index.php?act=findpost&pid=2011358"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great post but probably completely wrong (except the unpredictability part). It seems he didn't read the code before posting. Maybe I missed something, but I'm skeptical.

    I would prefer that Sewlek fixes the huge vertical jitter that you get when you jump repeatedly on the floor.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Ok! It seems like i didn't check the code deeply enough. The delayed timing code was only hooked up to debugspeed and not actual movement.
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// the duration of the bound (time from landing, to deepest point, to top)
    Skulk.kJumpTimingDuration = 0.65
    ....
    function Skulk:GetSpeedDebugSpecial()
        return ConditionalValue(self:GetCanJump(), self:GetJumpTiming(), nil)
    end<!--c2--></div><!--ec2-->

    However, i still don't think this changes too much. The only ammendment/s i'd make is to say there are still 3 distinct ways of using walljump - downward momentum conversion, upward launching to confuse and position, parallel glancing jumps to chain heaps of speed. I'm making the distinction between downward and upward because they both rely on two different understandings.
    - Downward results from the player learning there is a downward to forward momentum mechanic. They learn that jumping down at a steep enough angle off vertical surfaces will give a bigger speed boost.
    - Upward results from the player learning they can launch in the direction they are looking.
    - The player cannot do both at the same time

    <b>Unpredictability</b>
    Instead of a delayed timer encouraging players to move at abruptly different speeds, the ability to successfully walljump off a wall at any time and the magnitude of the boost/boost floor means players can still emulate very unpredictable speed paths.

    <b>Skill curve</b>
    The first two steps are going to be closer together. At the worst, we still have a binary two step system with very limited organic improvement room.
  • DavidhenDavidhen Join Date: 2012-10-13 Member: 162225Members
    some sort of audio cue would be nice to know you succesfully walljumped. bunny hopping marines are also a wee bit excessive
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    <!--quoteo(post=2013999:date=Nov 7 2012, 05:41 AM:name=Davidhen)--><div class='quotetop'>QUOTE (Davidhen @ Nov 7 2012, 05:41 AM) <a href="index.php?act=findpost&pid=2013999"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->some sort of audio cue would be nice to know you succesfully walljumped. bunny hopping marines are also a wee bit excessive<!--QuoteEnd--></div><!--QuoteEEnd-->
    there is the "clank" noise which indicates you've landed on the wall and friction is being applied
  • [AI]-infect[AI]-infect Join Date: 2012-10-31 Member: 165121Members
    edited November 2012
    <!--quoteo(post=2010963:date=Nov 5 2012, 09:04 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Nov 5 2012, 09:04 AM) <a href="index.php?act=findpost&pid=2010963"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not at all!
    Here is the first method (beginner).
    <a href="http://www.youtube.com/watch?v=9iTVrw02WCQ" target="_blank">http://www.youtube.com/watch?v=9iTVrw02WCQ</a>
    Here is the second method. Notice how skie is delaying his jumps when he lands on walls.
    <a href="http://www.youtube.com/watch?v=jwL9bWq-En8" target="_blank">http://www.youtube.com/watch?v=jwL9bWq-En8</a>
    Here is the third. Notice how you don't hear the clanking skulk landing sound, only the plop jumping sound.
    <a href="http://www.youtube.com/watch?v=KNLHGSzXySU" target="_blank">http://www.youtube.com/watch?v=KNLHGSzXySU</a><!--QuoteEnd--></div><!--QuoteEEnd-->


    I've never been a big walljumper/bunny hopper. But after watching the 2nd video, first kill, at about a minute....yeah, I need to learn that!

    Maybe my mind is old, but I don't remember being able to move that fast in NS1.

    3rd video....that is simply crazy. Like a rocket....

    Know what I am doing tonight in explore mode :-)
  • [AI]-infect[AI]-infect Join Date: 2012-10-31 Member: 165121Members
    Anyone know the command to show the speed meter?
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