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Linux users excluded from tricking-fun?

by makkE on 05/07/2005 14:40, 50 messages, last message: 06/06/2005 01:04, 4719 views, last view: 05/17/2024 07:01

I have made a trickjump map for cube, including strafe and riflejumping (using the kickback to jump higher).

While having it tested by several people, we have noticed, that linux users have a far harder time in trickjumping than windows users.

In linux it was reported that riflejumping will only really work with 300+ frames, while on windows every jump is possible at way lower fps.

I have recorded two demos to demonstrate this. This jump on aard3 is the easiest riflejump you can do. While the windows demo was recorded at 60fps (vsynced @60hz) ,the linux demo was recorded at ca. 200fps.
So while in windows, the physics seem to rather independent from fps, it´s a whole diffrent thing on linux.
Also, in the linux demo, almost every 2nd rifleshot just dissapears ?!
It seems that either the linux and windows binary are diffrent when it comes to physics, or linux and windows do some things very diffrently when it comes to fps.
(note that 3rd button emulation was off. In linux, this feature makes the first mouse button react with some msecs delay, but this time it´s not to blame)

Now, I probably won´t release this trickjumping map, since linux users seem not to be able to enjoy it at all.

This behaviour has been reported on several diffrent distros/computer setups.

see for yourself:
http://www.geocities.com/toke_gardens02/lin_vs_win-trickin.zip

It´s not that big an issue for actual gameplay (though it can be on several maps in 1on1 instagib) I really wonder why this happens. Days of building my map seem to be wasted, coz everyone should be able to play it, not just those on windows :(

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#11: doh!

by Aardappel_ on 05/08/2005 19:44

Well, I remember that just before release, after initial testing, I made some tweaks to the kickback... the linux bins had already been made at that point, and since eihrul was unavailable at the time, I didn't want to wait for what I thought was such a small difference... since at the time I didn't think of "riflejumps" :)

I guess if eihrul wants he can recompile for all you pro-gamers out there :)

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#12: ..

by makkE on 05/08/2005 22:58

That´d be great :D trickin for everyone!!

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#13: Rifle jumping?

by Pxtl on 05/09/2005 01:10

How does that work?

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#14: ..

by makkE on 05/09/2005 01:14

You use the kickback to jump higher, just like rocket jumping.(aim at your feet, shoot and jump at the same time) You can jump up 6 cube high ledges for example.
Look at my win demo ;)
you can also combine strafejumping and riflejumping to jump further and higher.

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#15: forget trick jumping...

by Sparr on 05/09/2005 01:18

i havent even bothered trying to include trick jumping into my maps. i have to trivialize the jumps just to allow everyone to make them at all. i cant imagine the people who cant make normal jumps due to hardware/fps problems having any fun on a map where they have no chance of getting to anything at all.

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#16: ..

by makkE on 05/09/2005 01:33

Sparr, this map is designed exclusively for trickjumping, plus, now that the problem is solved, everyone can give it a try. (fps independent, my map's jumps are tested on 60fps (can't go lower))

I don't build any trickin possibilities into dm maps that would exclude ppl from having fun in it...

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#17: ..

by makkE on 05/09/2005 01:36

..just sometimes some that will give the one capable of tricking a small advantage ;) (you can't plan everything out anyways)

Furthermore, cube's trickin isn't really hard, compared to q3 stuff for example ;)

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#18: Re: ..

by Sparr on 05/09/2005 02:08, refers to #16

are you sure it cant go lower? ive got a very 'weak' series of jumps leading up to the quad on my map, but a lot of people with 60+ FPS cant make some of the VERY easy jumps. specifically, ive got one jump between two platforms approx 6 cubes apart (diagonal 4x4 plus two Korners), 4 cubes of vertical difference. I can make it at 5 vertical difference on my linux box, and 4 (but not 5) on my windows box (with 72 FPS), but some people cant even make it at 4. its very worrisome that there is that much difference. (might be off by one on the numbers).

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#19: ..

by makkE on 05/09/2005 02:28

6 cubes apart, that's no problem, BUT 5 cubes height diffrence-that's where the frame issue regarding simple jumping already kicks in. Usually you can only jump 4 cubes high in cube. 5 cubes high can be done at like 100fps+

So if you want everyone to get the jumps, make em 4 cubes height diffrence, no more.

For normal jumping (running straight forward, no strafing) the lenghts is 16 cubes. With strafing, you can jump up to 28 cubes (while it starts to get really tricky at like 22 cubes)


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#20: ..

by makkE on 05/09/2005 02:29

If ppl can't get up 4 cubes, they're jumping sloppy....

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#21: ..

by makkE on 05/09/2005 03:04

Would you bother mail me that map? I could tell better if it was only sloppy jumping of those guys or if you´re already getting to the limit where "tricking" starts. On second though I am not really sure if I got that figures right u gave..

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#22: Re: ..

by Sparr on 05/09/2005 03:36, refers to #21

its my map 2fort-128, available from most any server in the top 10 pings from the US :) (which reminds me, need to go bug-ify not being able to ask the server to load a map you dont have)

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#23: Rocket-jump

by CC machine on 05/14/2005 18:38

rocketjump goes much higher.. wahooo!

Ive gotten up 18 (!!!) cube high ledges with it.. and thats high!!

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#24: Re: Rocket-jump

by kracho on 05/14/2005 20:42, refers to #23

you can do much more with it :>>

check out makkes new trickjumping map

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#25: ..

by makkE on 05/14/2005 21:16

Hmm the possible rocketjump seems to be like 22 cubes. At least that´s what I can figure out ;) My new map features a 21 jump, it´s already damn hard ;)
Will release that one soon.. needs some last fixes.
If you happen to find kkjump2 running somewhere, check it out, it´s a good and quite hard strafejump only map.
Dunno if it´s for download somewhere..

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#26: ..

by makkE on 05/14/2005 21:17

Oh, I missed "highest" in the first sentence Oo

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#27: Re: ..

by Sparr on 05/14/2005 22:14, refers to #25

I can make 20 cubes high with the rocket about 50/50, 21 about 10% of the time. If 22 is possible I believe it is FPS-dependent because I spent a half hour trying and couldn't make it.

My few hours of research indicate that unassisted you can jump an 18-cube gap, or 26 cubes if you strafe, and jump onto a ledge 5 cubes high. With the chaingun that extends to a 31 (possibly 32) cube strafe jump (didnt write down non-strafe), or a ledge 6 cubes high. With the rocket launcher I made it across a 49 cube gap, and up to a ledge 21 cubes high.

The other weapons probably provide one or two spaces of gap coverage, but none provide any vertical advantage (although specific combinations of gap+vertical are affected, but thats pretty much a rounding issue).

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#28: ..

by Sparr on 05/14/2005 22:14

also, if anyone decides to further the research and produce comprehensive tables, be sure to use heightfields for quarter-cube increments in height! :)

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#29: ..

by Rick| on 05/14/2005 22:19

Wow...you've been rocket jumping several hours? :-)

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#30: ..

by makkE on 05/15/2005 13:55

25-gap is what I can do with strafing only.(@ 35fps) Fps does directly affect jumping height, so it affects lenght as well - but here it´s the same weather it´s 30 or 100 fps. It starts later.

Sparr, usually it was intended to be 16 cubes lenghts and 4 cubes high "standart" jumping as far as I am concerned. So it seems your figures were already affected by fps. How many do you get?

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