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Messages - Jamien The Choco

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1
General Discussion / Re: Beginnings 2013
« on: November 10, 2013, 01:28:52 PM »
probably won't help. depending on your computer stopping and starting recordings just causes lag. the waits are just there as part of good scripting habits

2
General Discussion / Re: Beginnings 2013
« on: November 10, 2013, 11:18:29 AM »
Just my personal preference but putting all the stuff on one key makes restarting/recording runs a lot easier.

bind 5 "stop;tv_stoprecord;r_cleardecals;setpos -309 579 132;setang 0 90 0;impulse 101;wait 20;tv_record orbitaltv;record orbital"

of course it would be different for each map

3
Jump Videos / Re: jump_rebound speedrun
« on: August 11, 2013, 07:58:25 PM »
run of the week #3 is almost a minute faster than this...

4
how about we just take every map maker that has ever made a long hallway between jumps with no regen...and shoot them in the head for being so stupid and annoying?

5
New Maps / Re: jump_class
« on: May 03, 2013, 12:05:49 AM »
I know of a pretty easy way to make it work online if your idea doesn't work out. I would make right now it if source sdk wasn't being dumb and broken...

6
New Maps / Re: jump_bounce
« on: May 01, 2013, 06:57:51 AM »
great map

unfortunately I believe the last bonus giant drop might be impossible to bounce because my calculations were based on a constant acceleration but tf2 caps your fall speed at 3500 velocity. once at 3500 velocity it sort of glitches out and your fall distance between ticks alternates between 52.5 and 105. you reach 3500 velocity after falling about 7800 units.

if you want to change it you could make the drop like 7500 units(the closest bounce to that number anyway) or you can find a new way to calculate it using the 52.5/105 numbers which would probably be a waste of time

7
General Discussion / Re: Rocket Jumper Collection
« on: March 11, 2013, 08:12:01 AM »
I is umbarassed at you people. my time-penis makes your time-penises look like time-vaginas

8
scripts are the same as pressing keys on your keyboard. 691 just requires a combination of luck and skill because of how tight the timing is

9
General Discussion / Re: Rocket Jumper Collection
« on: March 09, 2013, 08:09:09 PM »
u nerdz r nubs

10
General Discussion / Re: Console error spam?
« on: March 09, 2013, 08:08:28 PM »
if you don't want to see it anymore just add this to your autoexec

con_filter_enable 1
con_filter_text_out particle

11
Jump Help / Re: Speedshooting vs Speed Pogo
« on: January 25, 2013, 11:27:34 PM »
speed pogo means you don't touch the ground

speedshot is hitting the ground and shooting it with precise timing so your horizontal speed is maintained

a skip is something else gtfo kairu do you even play this game bro?

12
Jump Videos / Re: Run of the week
« on: January 01, 2013, 08:21:40 PM »
the only thing this video made me think: GOD FUCKING DAMMIT STOP MAKING A MILLION VERSIONS OF EVERY MAP NO ONE CARES ABOUT SHINY TEXTURES

13
General Discussion / Re: The Science of Jump
« on: December 30, 2012, 07:48:39 PM »
hint: this community is awful don't expect anything from it.

Sorry but I just got annoyed that after I had spent quite a few hours of testing to determine that 693 was impossible then suddenly you come along and make claims that would prove me wrong. I'm just saying 691 was the best I could ever get though I suspect 692 is possible

I got the showpos conversion wrong because I never use it and forgot how off it is. showpos gives you height of your view which is 68 standing 45 crouched but the actual player height which decides where you can land is 82 units standing 62 units crouched. so that's why the actual difference is 20


14
General Discussion / Re: The Science of Jump
« on: December 30, 2012, 09:22:16 AM »
I was confused because showpos is a bad way of measuring jumps and because you kept switching back and forth between the two. and I finally realized the reason your numbers are higher than they should be is because crouching adds 20 units not 23 making your best jump 690 units high

15
General Discussion / Re: The Science of Jump
« on: December 30, 2012, 08:37:08 AM »
I'm guessing you got your heights from cl_showpos exige which is actually 68 units above your feet or 45 if crouching. so my perfect ctap of 691 units high would actually be 736 in cl_showpos. As far as I can tell there is just the ctap glitch and all variation in your jump height depends on how soon your rocket hits you after leaving the ground while ducking

You are correct in your observations, except for the fact that you assume I didn't account for that. The height I was achieving with showpos was 738 - 68 = 670 + 23 = 693. I don't know how consistently a human can do it, but a partial ctap can be done in 15 ms with a macro, or 12 frames at 200 fps using tf2 scripts which is 60 ms. That partial ctap consistently reaches the ctap jump (708 units) on legion at 710-711 units without crouching.

Why do you keep adding 23 to everything? and I can't tell where you are getting these numbers from since the jump on legion is only 640 units high

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