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why some wall wallbugs a lot

Gorge004

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Hello! I started mapping very recently and I wanted to know why some walls like that wall on 4demo 2nd to last, or the wall on jump_start last, or the tiny wall on jump 2 of ofc, why they all wallbug like crazy. Like you just go on them and will wallbug a lot 100% of the time, not like the ice wallbug where its only a specefic spot, those wall wallbugs everywhere and you wont have trouble hitting the wallbug.

So i decompiled 4demo, deleted everything on the map except the wallbuggy wall, made a box around it to seal it off the void, compiled that, went in game and the wall was still wallbugging. I then move it a couple units, and that removed the wallbug. Mohr also was trying stuff with his wall on ofc, and I had the idea (Boshy kinda suggested something similar but boshy is gay) to move the wall that i had from 4demo, to exactly the same coordinate on the hammer grid as the wall on ofc. Ingame, the wall wallbuged!

We then created a new vmf file, made a wall at those coordinate, wich is 8208 units north of the origin and the wall does wallbug! Doing the same and making a wall at 4demo's coordinate gave the same result: wallbuggy wall.

After some testing, we can now say that any wall created at 8208 unit north of origins, 2056 north and east of the origins and the coordinate of 4demo that i lost but might be 4112 unit south of the origins, it all wallbug. I think its safe to assume that taking any of those number and making the wall east, south, west or north would all create a wallbuggy wall, seeing as 2056 works in 2 direction, but we didn't test it.

We didn't figure out a pattern for coordinates, either its completly random, or someone that know stuff can figure it out. We don't know why it happens either, it just does. If someone would know why this happens, it could be interesting and we could figure out exactly the corrdinates that works.

The thickness of the wall does matter a bit, but the width doesnt from what we've seen. Increasing or decreasing the thickness of the wall by a very few unit kept the wallbuggy wall, but when we kept making thicker it eventually stopped wallbuging. So there's probably a range of a few unit where you can put your wall and it wallbugs, it's not exactly unit precise.

So ye, it's now possible to make a jump based around this kind of wallbug if you just make it at the right spot on the grid. Jump_wallbug when?
« Last Edit: November 04, 2016, 12:01:16 AM by Gorge004 »


Mohr

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here's a vmf and map file to look at. In this case, the wall is 2056 units "north" of the origin line. The bug is on the red wall.

http://www.mediafire.com/file/huwroe93q66ieg4/neat_wallbug.zip


scotch

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Source/hammer being great at usual. I seriously doubt anyone knows why this occurs, every "mechanic" in tf2 is a bug. Wallbugs are a result of bad mapping techniques & compile errors, I don't think it's something that should have a map based around it. No one is strong enough to harness the power of wallbugs.. on purpose at least.


pants

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Source/hammer being great at usual. I seriously doubt anyone knows why this occurs, every "mechanic" in tf2 is a bug. Wallbugs are a result of bad mapping techniques & compile errors, I don't think it's something that should have a map based around it. No one is strong enough to harness the power of wallbugs.. on purpose at least.



catfoosh

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Gorge004

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pants

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Ok with help of mohr and gorgs might have discovered a repeatable pattern for wallbugs.

Distances are measured to the face of the wall you want to wallbug from the origin, along a cartesian axis (e.g. x/y). Starting with a base 2 number from as low as 8 (e.g. 8/16/32/64/128....), then you add up to 24 to that to get a range of distances which will produce buggy walls (of varying buggyness).

E.g. For 128 you can bug from 129 to 152 unit distance. Or 2048, from 2049-2072.

Also the first initial sets of 8/16/32 overlap because they are so close so it first appeared as one gigantic set.


In short if you want to know what distance ranges are ideal:
Given you can only go up to like ~15k units in hammer without pushing too close to the edge the sets are probably restricted to (Bold sets I've fully confirmed) :

8: 9-56
64: 65-88
128: 129-152
256: 257-280
512: 513:536
1024: 1025-1048
2048: 2049-2072
4096: 4097-4120
8192: 8193-8216

The 16384 set is just out of reach to be practicable. Also distance of 9-16 give RIDICULOUS superbugs, you can effectively wallbug with little effort and then release all key input. Why its starts at 8 and not 2, as well as the 24 wide range is unkown. But there is definitely shenanigans with the engine/compiler around base 2 numbers and rounding errors or something.

So wallbugs ahoy.
« Last Edit: November 04, 2016, 02:13:38 AM by pants »


Gorge004

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It appears that the wall needs to be a perfect rectangle for it to work. By just cutting a small part of one corner, it broke the whole wall and it wasnt wallbuging anymore.

http://imgur.com/a/aShwv

^this breaks it

Also I tried to put a ramp in the middle of one of those coordinate to create a consistent rampbug, but no success so far with that.



plep

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People get bored of everything so quickly, gotta find new ways to have gigantic walls of numbers and values for a Source Engine bug which will eventually have its own dedicated map.

Oh wow I feel like we discovered bounces again *^*

This is great. I can't wait to see what you guys will create.



Tx_

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Melon

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CyanBoterham

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Making jump_wallbug has always been an option? Just abuse the slanted walls instead of these weird specific hammer grid coords?