cinco Posted December 11, 2011 Share Posted December 11, 2011 (edited) Hi Silent team, I have a problem,......... I have double jump enabled Jaymod style, but I noticed that in certain areas (the higherthe slope of Goldrush for example), the jump makes me a very nasty correction, it's like I stopped abruptly. I hope to explain it. This happens for a server configuration? I've tried everything but I can not remove it. O occurs at the client, to have a cvar with an incorrect value? thanks Edited December 11, 2011 by cinco Quote Link to comment Share on other sites More sharing options...
=EMP=Avery13 Posted December 11, 2011 Share Posted December 11, 2011 That could very well just be the map itself. The map actually might stop above you at that point and you are running into it. I don't think that is a mod or server issue, but i could be wrong. Quote Link to comment Share on other sites More sharing options...
Sol Posted December 11, 2011 Share Posted December 11, 2011 set g_antiwarp 1 (server)set pmove_fixed 0 (server) ?pmove_fixed 0 (client)But prediction problems aren't fixed completely yet. Quote Link to comment Share on other sites More sharing options...
cinco Posted December 15, 2011 Author Share Posted December 15, 2011 (edited) The problem liesin the cvarg_doubleJumpHeight, defaults to a value1.4,when we try to limit below that value, so that the second jump is not so high, it produces this effect. In NQ g_doubleJumpHeight have limited the cvar to 1 and not have this effect. You can see the effect on your server: set g_misc33setg_doubleJumpHeight 1 / /always less than 1.4 ................and try to climb the hill of goldrush Bug may be a processing this cvar? Sorry for my English, saludosss desde Spain Edited December 15, 2011 by cinco Quote Link to comment Share on other sites More sharing options...
carv Posted December 31, 2011 Share Posted December 31, 2011 (edited) The problem liesin the cvarg_doubleJumpHeight, defaults to a value1.4,when we try to limit below that value, so that the second jump is not so high, it produces this effect. In NQ g_doubleJumpHeight have limited the cvar to 1 and not have this effect. You can see the effect on your server: set g_misc33setg_doubleJumpHeight 1 / /always less than 1.4 Hola Cinco,question: why are you setting g_misc to 33? i believe 32 is not used as stated in the manual. would g_misc 1 be the desired setting? i am just curious.. g_misc 1 Enable double jump 2 Enable binoc master competition. Requires g_weapons 64 to be set. 4 When a player is killed he can see the HP the killer has left 8 Disable self damage16 Players can not jump if stamina is too low32 Value is not in use64 Disable Falling Damage 128 Announce revives Also, it seems that when double jump is enabled you have to do the second jump sooner than i have been used to. i used to wait until the top of the arc of the first jump but now it must be done almost immediately. can this be adjusted? EDIT:g_misc 32 does smooth out the double jump to jump they way i was used to in jaymod but the documentations does not show what this setting is. so cinco's g-misc 33 setting is right. can the doc be updated to show what the 32 bitflag does? Edited December 31, 2011 by carv Quote Link to comment Share on other sites More sharing options...
cinco Posted December 31, 2011 Author Share Posted December 31, 2011 (edited) http://mygamingtalk....ver_Cvar#g_misc g_misc DescriptionMiscallenous options.ParametersType: bitmask1 Enable double jump.2 Enable binoc master competition. Requires g_weapons 64 to be set.4 When a player is killed he can see the HP the killer has left.8 Disable self damage.16 Players can not jump if stamina is too low.32 Enable Jaymod style doublejump.64 Disable Falling Damage.128 Announce revives. our test server 213.149.238.72:27980 Pass: tnt2, remains open so they can see the effect. I would have liked to replace our current NQ mod for Silent earlier this year. Thank you Happy New Year,..................... Edited December 31, 2011 by cinco Quote Link to comment Share on other sites More sharing options...
Management gaoesa Posted December 31, 2011 Management Share Posted December 31, 2011 The bitmask works so that flag 1 enables the double jump in general and if in addition the flag 32 is set, the second jump can be done even after the first jump has depleted the upward velocity. It is generally known as Jaymod style double jump. Quote Link to comment Share on other sites More sharing options...
carv Posted December 31, 2011 Share Posted December 31, 2011 ok thanks! maybe i was at an outdated manual. i got mine form here http://mygamingtalk.com/silent/manual/server.html#g_miscbut i will start using the link Cinco put up.Happy new year! Quote Link to comment Share on other sites More sharing options...
Management gaoesa Posted December 31, 2011 Management Share Posted December 31, 2011 Yes indeed, you have updated manual in the silent download and also the wiki is indended to have updated information. Thanks and happy new year to you too! Quote Link to comment Share on other sites More sharing options...
cinco Posted August 9, 2012 Author Share Posted August 9, 2012 I waited a reasonable time, to see if someone exposed the same problem on g_doublejumphight, .............................. but nothing. Since the last time I explained my problem, many servers are installed with Silent, I have been to many, most, but many do not establish jaymod double jump, and those that do not limit the double jump with a g_doublejumphight value of less than 1.4. I have reproduced the effect on multiple servers, and several computers with different facilities. Now, I can only put here a video you can clearly see the effect, see the jump in the second 10, but occurs in all of them. The double jump Jaymod style is established, and g_doublejumphight value is 1. It may be paranoia, ................. Quote Link to comment Share on other sites More sharing options...
cinco Posted August 10, 2012 Author Share Posted August 10, 2012 I made 2 videos but do not have much quality, but that is not what I want. A comparative double jump limit the Silent, this time to 0.5, we see the effect on any jump, not just up or on uneven terrain. And another mod in which I have limited the double jump to 1, here there is no effect to occur. Silent g_doublejumpheight 0.5 Other Mod g_DJheight 1 Quote Link to comment Share on other sites More sharing options...
Dragonji Posted August 23, 2012 Share Posted August 23, 2012 I experienced similar problems cinco, even with single jump only, but probably as Sol said some time ago:prediction problems aren't fixed completely yet. Quote Link to comment Share on other sites More sharing options...
Management gaoesa Posted August 23, 2012 Management Share Posted August 23, 2012 We chatted through private messages and it appeared the problem largely disappeared when cg_optimizePrediction was enabled in the client. Quote Link to comment Share on other sites More sharing options...
Dragonji Posted August 23, 2012 Share Posted August 23, 2012 Well, sometimes (especially when doing strafe jumps) I experience some bug which causes my jump is "interrupted" in the middle (I don't know if I described it correctly). I just checked and as far as I can see cg_optimizePrediction is enabled in my configs. Sol can say more about it since he's way more experienced in trickjumping than me. Quote Link to comment Share on other sites More sharing options...
Management gaoesa Posted August 23, 2012 Management Share Posted August 23, 2012 Have you excluded lag form it? Quote Link to comment Share on other sites More sharing options...
Sol Posted August 23, 2012 Share Posted August 23, 2012 (edited) We chatted through private messages and it appeared the problem largely disappeared when cg_optimizePrediction was enabled in the client.Yes, it improves prediction a little.Have you excluded lag form it?Yes, as Dragon said 'when doing strafe jumps' then its lagging because of prediction.It is fully fixed a long time ago on etpro and jaymod also, but etrun fix it too.More informations: ( https://github.com/boutetnico/ETrun ) Edited August 23, 2012 by Sol Quote Link to comment Share on other sites More sharing options...
Management gaoesa Posted August 23, 2012 Management Share Posted August 23, 2012 Yes, as Dragon said 'when doing strafe jumps' then its lagging because of prediction. Prediction doesn't generate lags. Without cg_optimizePrediction there are lot of full predictions etc. The doublejump makes them even more visible. It is of course something to look into, but since cg_optimizePredicion improves FPS and makes the game smoother, without that amount of predition dublication, I would rather recommend to use it. Thanks for the source. I would like to remind that these jumping style mods there usually isn't for example antiwarp that changes the things a little. This was the case when I imported the TJMod pmove_fixed fix into the mod. Based on the post made at the ETPub forums by dinius and also looking at the TJMod source code. I'll ask from couple seasoned trickjumpers if there are small/significant effects when they are strafing. However, the effects are not that big that I would have noticed them. Quote Link to comment Share on other sites More sharing options...
Management gaoesa Posted August 24, 2012 Management Share Posted August 24, 2012 I asked for strafe jump problems from couple of regulars on my server. The answer was that there are no such issues. There is one bug that is also in Jaymod, something called "speed bug". I can't explain it better because I don't have the trick jumping skills. It was the term that was said to me. Overall, the answers was that silEnt equals to Jaymod when it comes to strafe jumping. The players I asked for the possible issues can be found from these videos:http://www.youtube.com/watch?v=LhilvSaYuOQ - UseMe&BlaZehttp://www.youtube.com/watch?v=qvdqLTzZthA&feature=plcp - ,=- Quote Link to comment Share on other sites More sharing options...
Dragonji Posted August 25, 2012 Share Posted August 25, 2012 (edited) Have you excluded lag form it?It usually happens when my lagometer looks like this: http://obrazki.elektroda.net/62_1345908254.png However, I don't have such problems on Jaymod for example (even if I lag/warp a bit). Edited August 25, 2012 by Dragon Quote Link to comment Share on other sites More sharing options...
Dragonji Posted January 26, 2013 Share Posted January 26, 2013 After huge number of games I can tell that I've got problems with jumping (which is warping during strafing) mainly at the evenings when my ping becomes unstable (90-100 compared to 80 at another time of day). This isn't related to numer of players on the server as I had same warps even on an empty server (client - cg_optimizePrediction 1, server - g_antiwarp 1). I don't know if it has something to do with the mod but I remember I used to play without any problems on Jaymod even when my ping was unstable. Anyway, I'm gonna check this out on a few major mods to see if there are any differences when my connection goes bad. Quote Link to comment Share on other sites More sharing options...
clan DIABOLIK Posted January 27, 2013 Share Posted January 27, 2013 Just sent a PM about it Quote Link to comment Share on other sites More sharing options...
Management gaoesa Posted January 27, 2013 Management Share Posted January 27, 2013 If you have an unstable connection it is perfectly natural for the packets to arrive in an uneven interval. Quote Link to comment Share on other sites More sharing options...
Dragonji Posted January 27, 2013 Share Posted January 27, 2013 A movie as it cannot be seen on a demo:http://www69.zippyshare.com/v/11130802/file.html That's what I mean by warps during jumping. I'm pretty sure I was lag-free (ping around 80) while recording this but on the next week I'll do more tests with more mods (silEnT, ETPub, NQ, Jaymod) and record it once again with lagometer enabled. Quote Link to comment Share on other sites More sharing options...
Management TheSilencerPL Posted January 27, 2013 Management Share Posted January 27, 2013 To be 100% sure I would advice to run your local server for that, so that you don't experience any lags at all. Quote Link to comment Share on other sites More sharing options...
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