jump.tf Forums
Welcome B)

Zero Friction Floors Without Plugins

Intrets · 25 · 6091

Intrets

  • Newbie
  • *
    • Posts: 19
    • Frags: +0/-0
    • View Profile
A proof of concept I made a while ago, thought I might as well throw it out here too.
Credits: some surf map I forgot the name of where it was used in 1 small area.

A quick and really bad quality video I recorded to get an idea (download below, no regen or teles):



I have never encountered a bug while skipping off of and sliding off the platforms of the size as seen in the video, 1024x1024 units, but when I tried out a bigger platform where I could strafe around in circles eventually I would get stopped after a while.
Something to keep in mind is that teleports are server side but this won't pose a problem for people with normal ping to servers.


How to make it:

Basically a teleport with an offset of 0, the player moves normally while flying through the teleport but the floor has 0 friction and you cant jump from the floor.
In this case the destination is right on top of the trigger_teleport but it can be anywhere and you can re-use the destination for multiple platforms but I am not sure if the distance of the destination to the trigger_teleport makes it buggy, best to just use a new destination for every trigger_teleport and make it float above the trigger_teleport.


You can combine it with water for the usual stronger boost from rockets, used on almost all the platforms in the video.
On the right you can see the water is 1 unit above the platform. I am not sure why I did that since I made it 2 years ago. I think I did it because I first placed the water touching the platform at first but then it didnt render the topside of the platform.                                                                                                                                                             



Yes it is called farts9, if you want to compile the map as it is right now you need to disable vvis and vrad:
Download (.vmf): http://www.mediafire.com/file/2cis9z887d74jl7/farts9.vmf
Download (.bsp): http://www.mediafire.com/file/o2cwpdic208bd1u/farts9.bsp
« Last Edit: January 01, 2018, 09:18:56 PM by Intrets »


generic

  • Novice
  • **
    • Posts: 89
    • Frags: +0/-0
  • eh?
    • View Profile
As long as this isn't buggy, this sounds like it could be really interesting. good find!


AI

  • Administrator
  • Proficient
  • *****
    • Posts: 417
    • Frags: +0/-0
  • Plugins Developer
    • View Profile
    • Jump Academy

Intrets

  • Newbie
  • *
    • Posts: 19
    • Frags: +0/-0
    • View Profile
What about downward slopes?

I tested that a little and totally forgot about it I wanna investigate that a bit further now. If my memory serves me correctly, downward slopes reset vertical speed so they act kinda like edgebugs, upward slopes I think worked the same as normal and may even prevent rampbugs.
« Last Edit: January 01, 2018, 08:35:29 PM by Intrets »


AI

  • Administrator
  • Proficient
  • *****
    • Posts: 417
    • Frags: +0/-0
  • Plugins Developer
    • View Profile
    • Jump Academy

Intrets

  • Newbie
  • *
    • Posts: 19
    • Frags: +0/-0
    • View Profile


Here I enabled showtriggers, going up the ramp works as expected and it feels like it goes the exact same way as with a normal ramp.
At the top I slow down myself and then walk down while spamming jump here you can see the buggyness of making a big surface with this, this hasn't happened when I kept the surfaces small. Eventually the jumping stops working and I shoot a rocket then you see the sort of edgebugs but not really because if you look at the top right and watch the velocity at every moment I hit the ramp, it is the same for all the hits (as a series of edgebugs would do) except for the last one.

So kinda wonky if you use it in big areas. I am not sure what makes it buggy, I tried moving the teleport destination and moving the trigger_teleport origin. The distance of the player in to these 2 things could be a factor. Never had it happen when using small platforms with the teleport destination floating above it.



Intrets

  • Newbie
  • *
    • Posts: 19
    • Frags: +0/-0
    • View Profile


Need to look at position log from a server plugin to see if it actually makes the player move in the same way or if the prevention of the rampbug is because it slightly altered the position/speed.


plep

  • Advanced
  • *****
    • Posts: 639
    • Frags: +0/-0
  • hi
    • View Profile

Intrets

  • Newbie
  • *
    • Posts: 19
    • Frags: +0/-0
    • View Profile


Here I tried to see if the ski teleport affected the players velocity or position in any way by seeing it it still rampbugs after going through a ski zone.
In a previous video I showed sort of an edgebug behaviour while going down a ski slope but here it doesn't do that, this ramp is steeper and I just slid down normally and also still rampbugged.

Another positive result for rampbug prevention.


Intrets

  • Newbie
  • *
    • Posts: 19
    • Frags: +0/-0
    • View Profile
Well shorty after posting the previous thing I had the genius idea to use a big value of net_fakelag to see if the server corrects the client and it does, previous video should show that velocity and location isn't affected.

My guess to what is happening is that the player's onground flag never gets set to true because every tick the player is teleported.

« Last Edit: January 02, 2018, 08:49:31 AM by Intrets »


Ladyboog

  • Proficient
  • ****
    • Posts: 405
    • Frags: +0/-0
    • View Profile
    • ladyboog

John

  • video games
  • Novice
  • **
    • Posts: 89
    • Frags: +421/-69
    • View Profile
would you say this would be a map-side fix for rampbugs? if that's the case then god bless you for saving jumping


Syphilis

  • Intermediate
  • ***
    • Posts: 137
    • Frags: +0/-0
    • View Profile

Intrets

  • Newbie
  • *
    • Posts: 19
    • Frags: +0/-0
    • View Profile
would you say this would be a map-side fix for rampbugs? if that's the case then god bless you for saving jumping

Yea I am fairly confident in saying it is a map-side fix for rampbugs and it may even lead on to a plugin fix for rampbugs too.

Will it feel laggy online though?

For it on ramps shouldn't notice a thing since if you don't bug your movement on your client should be the same as on the server. If you bug you get a correction but that will be the same as if a plugin corrects you.
For flat surfaces latency will affect it a bit since your client thinks you are on normal ground and tries to slow you down. With normal latency this is not a very noticeable effect.

For the rampbug prevention I have been trying out using this https://jump.tf/forum/index.php/topic,2362.0.html to make it an option in my map though I am not sure how buggy this is with a full server people constantly joining and taking new names. So far this system seems fairly robust.
« Last Edit: January 03, 2018, 06:31:51 AM by Intrets »


pants

  • Proficient
  • ****
    • Posts: 458
    • Frags: +0/-0
    • View Profile
Cool and froody

As for making it an optional mechanic i think having a simple trigger to rename a player is fine, you shouldn't need unique names for each player unless I understand this incorrectly.

Also, also. You can do 0 friction with a specific surfaceprop, however like ice you are speedcapped at your classes walk speed, so this method is way more interesting.