Author Topic: Q2 jumps - Q/A thread  (Read 14624 times)

Offline Kyper

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Re: Q2 jumps - Q/A thread
« Reply #15 on: February 19, 2010, 01:03:39 PM »
I'm trying to do the dm2 grenade jump to RA + BFG/rail from the SSG ledge. I'm quite inconsistent; the randomized final few moments of the grenade explosion mostly determines my success. But maybe I'm going about it the wrong way. What would the process be for a high success rate...?
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Offline peewee_RotA

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Re: Q2 jumps - Q/A thread
« Reply #16 on: February 20, 2010, 03:42:21 AM »
I'm trying to do the dm2 grenade jump to RA + BFG/rail from the SSG ledge. I'm quite inconsistent; the randomized final few moments of the grenade explosion mostly determines my success. But maybe I'm going about it the wrong way. What would the process be for a high success rate...?

Grenade jumps are easiest with a Grenade Launcher. The exact amount of time that it takes for a GL grenade to fire and explode is the same time that it takes to switch to a rocket launcher. So fire and immediately press 7. As soon as your RL is out and ready to fire, jump.

Timing a hand grenade is a little more complicated. The best way that I've seen is to hold the grenade in until right before the explosion and then throw it down. Either it will explode in your face or it will bounce and explode. Both should give you at least some upward momentum.


...


That said I am trying to write out some simple tutorials explaining advanced movement in quake 2. I'm not nearly qualified enough to comment on the jumping of q2 so I've got a few questions that better jumpers around here can answer...

1st, code speaking
Why does low fps allow certain jumps to be easier? I assume that lower cl_maxfps lowers the frequency of some kind of input checking so the -moveup command does not get triggred as fast as a higher fps. That's all just a guess, anyone know for sure?

2nd, what is the best method for performing ladder jumps? I am very inconsistent at ladder jumps. I pull them off maybe 25% of the time and never in the middle of a fight.

3rd, what is the best method for performing the "spider-man" jumps? These are the jumps that allow you to get on top of 64 unit high boxes in which the top edge is in the negative z grid. These I can pull off maybe 1% of the time. Also, I assume that this is caused by some kind of off by one or rounding error caused by the fact that it does not compensate for the negative value. That is just a guess, anyone know the real reason?

Thanks!  :D
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Offline Kyper

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Re: Q2 jumps - Q/A thread
« Reply #17 on: February 21, 2010, 12:14:43 PM »
The dm2 grenade jump to RA+BFG/rail is quite practical. In 1v1 for example, if no one spawns near the lift, one could use the hand grenade jump to get there first. The GL is off limits for that purpose 'cause it's too far away. As far I can tell from the dm2 demos I've watched, there seems to be a surefire way to pull off the jump. Could anyone explain that?

For your 3rd question, I believe that is FPS dependent. cl_maxfps 110 should allow you to climb those boxes. No idea about the technical details though...
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Offline ^WhIzArD^

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Re: Q2 jumps - Q/A thread
« Reply #18 on: February 25, 2010, 10:44:12 AM »
Also you need gl_swapinterval at 0 to do the crate jumps, well for me that works anyways and 120 fps  :headbang:
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Offline arch

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Re: Q2 jumps - Q/A thread
« Reply #19 on: March 04, 2010, 01:51:30 AM »
If you want to do a grenade jump, you shouldn't throw it away. You just keep it in your hand, duck, and press jump at the right time. Don't press fire a second time. The timing is just a matter of practice, but you should jump a little time before the grenade will explode.

On dm2 the grenade jump is much more important then a gl jump, because there are many grenades to find, also actually at the spots where you need them. And there is only one GL at a stupid spot.
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Offline ToRcH

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Re: Q2 jumps - Q/A thread
« Reply #20 on: February 23, 2011, 04:57:13 AM »


1st, code speaking
Why does low fps allow certain jumps to be easier? I assume that lower cl_maxfps lowers the frequency of some kind of input checking so the -moveup command does not get triggred as fast as a higher fps. That's all just a guess, anyone know for sure?

2nd, what is the best method for performing ladder jumps? I am very inconsistent at ladder jumps. I pull them off maybe 25% of the time and never in the middle of a fight.

3rd, what is the best method for performing the "spider-man" jumps? These are the jumps that allow you to get on top of 64 unit high boxes in which the top edge is in the negative z grid. These I can pull off maybe 1% of the time. Also, I assume that this is caused by some kind of off by one or rounding error caused by the fact that it does not compensate for the negative value. That is just a guess, anyone know the real reason?

Thanks!  :D
Quote


this is old but i may be able to help.

1. Low fps help on some jumps such as tripples and small blocked djs because when you have a low fps such as 20 you dont jump as high, which would set the dj height differently as it would to 22, 27,34,66,120 they all are a little different ive noticed

2. Ladder jumps are dependable most like everything else in jump.. a ladder jump can be done with any fps normally.. but some require high fps most require low.. 34-26 avg fps for ladder, to do a ladder jump well you want to basicly use your forward up the ladder, and around the tip top of the ladder let go of forward then retap forward along with your jump at same time but do it sort of quickly... ive learned that this works extremely well for me and even a pro ive helped with ladders.

3. I assume your talking about a box that is just a tad under impossible to jump on, which is 120 fps for height jumping

and just to put this out there ill list fps and what they good for

120 height
90 strafe/distance
60 strafe/speed
34 height tripples etc..
27 mid tripples/djs
22 smaller tripples/djs
20 speed/small block dj's /tripples

cl_async 0 is best for grip when it comes to a double-tripple etc...
cl_async 1 is best for ice and speed strafing
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Offline haunted

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Re: Q2 jumps - Q/A thread
« Reply #21 on: February 23, 2011, 05:57:43 AM »
64 unit boxes: you start clearing them barely / getting it once every so few tries at around 70 fps, even. Using 100+ makes it a lot easier, though.
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Offline VaeVictis

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Re: Q2 jumps - Q/A thread
« Reply #22 on: February 23, 2011, 03:00:59 PM »
64 unit boxes: you start clearing them barely / getting it once every so few tries at around 70 fps, even. Using 100+ makes it a lot easier, though.

i tested the ones on dm8 at the bottom like a few hundred times... 90 was impossible, but as soon as i went 91 it was every single time...

could have to do with my other settings like cl_async 1 and such
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Offline kotsen

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Re: Q2 jumps - Q/A thread
« Reply #23 on: August 16, 2011, 06:55:30 PM »
On maps where you jump from box to box in bhop motion i cant get the speed, can i make myself walk faster in the console?
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Offline fdrjk

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Re: Q2 jumps - Q/A thread
« Reply #24 on: August 16, 2011, 06:58:07 PM »
no
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Offline kotsen

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Re: Q2 jumps - Q/A thread
« Reply #25 on: August 17, 2011, 05:50:30 AM »
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Offline ToRcH

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Re: Q2 jumps - Q/A thread
« Reply #26 on: August 21, 2011, 12:04:38 PM »
why dont you go to jump mod server, and type replay into console in some of the maps and check out how to move and to gain speed, jumping is a very technical process to learn when it comes to gaining speed on anything..
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Offline Barton

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Re: Q2 jumps - Q/A thread
« Reply #27 on: August 24, 2011, 07:23:59 AM »

could have to do with my other settings like cl_async 1 and such

This reminds me....What exact advantages do you even get for using cl_async "1" in jump? Someone told me and I forgot.  :dohdohdoh:

cl_async 0 is best for grip when it comes to a double-tripple etc...
cl_async 1 is best for ice and speed strafing

Is that it pretty much? 
« Last Edit: August 24, 2011, 07:26:35 AM by Barton »
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Offline ToRcH

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Re: Q2 jumps - Q/A thread
« Reply #28 on: August 24, 2011, 10:36:56 AM »
yup 0 is glitchy, and 1 is smooth, but that is totally 100% correct also, for the 0 to take effect, you need low fps...  just like normally you would do a small tripple with 1, it works about 90% better with 0
« Last Edit: August 24, 2011, 10:38:32 AM by ToRcH »
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Offline VaeVictis

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Re: Q2 jumps - Q/A thread
« Reply #29 on: August 24, 2011, 06:42:39 PM »
slugs would always complain that changing async requires a client restart some times though as it seems to stick

apparently even every day double jumps grab better with async 0 though
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