Author Topic: Strafe-jumping?  (Read 1953 times)

Offline Machine Medic on: November 02, 2014, 11:30:45 PM

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I'm just curious to know if the engine in this game will be configured to allow strafe jumping.  It's definitely a fun feature to have, especially when traversing long distances.

Although 1.1 had limited jumping stamina by default, the IOQuake3 engine still retained it's ability to support strafe jumping on private servers that disabled stamina usage.

I don't believe UE4 inherently possesses the ability, but I'm curious to see if AAA has any plans to implement it somehow.

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Offline Loki #1 on: November 03, 2014, 07:03:45 AM

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No.
Never.
God damn it.
STOP!

Offline Rotacak #2 on: November 03, 2014, 04:01:41 PM

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I think that strafe jumping is more bug in Quake engine than feature. I am not sure if similar bugs are also in UE4 but true is that we want to implement this "bug" at least for aliens - they can gain bigger speed on long roads.  I am not sure how we will be successfull with this implementation and it is low priority feature.

Offline grmg.pl #3 on: November 04, 2014, 09:32:49 AM

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Strafejumping isn't a problem, bug or not bug. Max fps is a problem. Set it to 333 and you can strafejump REALLY long distances in Trem. Set it to 10 and you can immitate warp/lag. Set it to 1 and you can avoid trigger damage.

If you want an explanation of strafejumping go to acidtu.be or new-edge.org and ask ViruS about it.

As for Loki's outcry - you got owned by strafejumpers. Big deal. If someone is able to consistently perform strafejumps while fighting, he is most likely a pro. Think Meisselli, TNG, Enneract. So, he would probably own you without strafejump too.

You can spot it very easy, he jumps while running away from you. The simplest thing to do is not to follow him.

Offline Loki #4 on: November 04, 2014, 03:49:45 PM

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As for Loki's outcry - you got owned by strafejumpers. Big deal. If someone is able to consistently perform strafejumps while fighting, he is most likely a pro.

Ahah of course that is my problem! You got me there.

Strafejump is a Q3 bug that won't and can't happen/be implemented in UE4. Even if it could it shouldn't. Mostly because "pro" players who are pro but not professional (does it even make sense? guys? anybody?) [pro=professional, well is it his profession then? does he get a salary from jumping like a froggie on 14 y.o. engine?] use it and "outskill" their enemies.


Offline grmg.pl #5 on: November 04, 2014, 05:43:18 PM

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So ok, I won't use strafejump agains you becsue it's "outskilling". Can I use my better aim? Better dancing? Can I use anything that makes me a better player than you are?

You see the problem?

Offline Loki #6 on: November 04, 2014, 07:44:26 PM

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You see the problem?

I see no problem because I have none. I have already pointed out the stuff concerning strafe-jumping. Whatever you are planning to do in-game is no concern of mine.

Offline grmg.pl #7 on: November 04, 2014, 09:28:15 PM

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You haven't really pointed anything besides "no strafejump because i get owned by them". It's ultimately up to Rota to add or not to add something for more for pros to discover and learn or leave the game same for everyone.

Offline Machine Medic #8 on: November 04, 2014, 09:52:23 PM

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I say more inherent mechanics certainly won't hurt.

After all, that just means there will be more to do and learn in the game, which may increase it's entertainment value and life expectancy after launch.

Take Quake3A for example.  It's been around for over a decade, and is still one of the most famous arena shooters out there.  Not only is it an incredibly fast-paced shooter, it also incorporates strong elements of control and fluid movement.  Not only do you have to be able to hit your opponent under all imaginable conditions, you also have to starve them of armor and health, hunt them down, and maintain strategic positioning... All at the same time.  People keep playing Quake3 and Quake Live because there are so many different aspects to it that are extremely difficult to master... And because it's fun as hell to whip around the maps at high speeds.

1.1 was the exact same way, particularly with group tactics and base design.  There were many ways to get the job done, but those who paid attention to the enemy and were clever enough to find ways to adapt gained an advantage.




« Last Edit: November 04, 2014, 09:59:59 PM by Machine Medic »
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Offline Ypsylon #9 on: August 08, 2016, 01:12:21 PM

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Hi, basicaly we have something similar right now in game.

Its feature that negates some of the ground friction when u can time your jumps correctly effectively allowing to increase your max speed.

We will be probably evaluate this further down the road and its likely that it will be changed in future ;)
I am not a native english speaker so i deeply apologize for all my mistakes O:-)

Offline Loki #10 on: November 17, 2016, 10:05:14 AM

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Ypsylon is it like in the case of dretch in Tremulous game? I remember when you could be jumping and timing your jumps while moving with mouse and keyboard keys and then you'd increment your speed? The result would be of course headbashing right into the wall haha.

Offline Rotacak #11 on: November 17, 2016, 02:52:54 PM

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Loki: currently it is simplified - you just jumping forward and your speed is increased with every jump. You don't need to change left/right run and turn around.

Offline Loki #12 on: November 17, 2016, 03:06:17 PM

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That sounds good, can't wait to try on long corridors :D

Offline ViruS #13 on: January 11, 2017, 07:03:15 AM

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*necro*

Will Murnatan use UE's Air Control physics instead?
Quote from: lamefun
Therefore, Tremulous 2 might have the future (or might not, since it isn't developed by a corporations, depends on what Global Government will decide), but Unvarnished doesn't.
Quote from: Khaoz
Sucks to be those Unvarnished guys.

Offline Rotacak #14 on: January 11, 2017, 10:43:44 AM

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*necro*

Will Murnatan use UE's Air Control physics instead?
Yes, it using UE air control.