JumpZ scale lower than standard value even online

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PrinceOfFunky
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JumpZ scale lower than standard value even online

Post by PrinceOfFunky »

Yes, I forgot to say(other than what I wrote on here) that my JumpZ value is lower than the standard one, it affects the game in single-player and online. I rememebred it just now when I thought "Why making those cubes so high?" while playing DM-3072-TheVoid.
Other than hoping you know a solution to this issue, I was thinking that it could be used by cheaters if the value could even be increased.
The JumpZ scale is set to the standard value if I play using the Launcher(Launch.exe).
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Re: JumpZ scale lower than standard value even online

Post by papercoffee »

Hm? You are now the second person who said that those cubes are too high ...I can jump on them pretty easily. :noidea
And I don't have any mutator running during play-tests.
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Wormbo
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Re: JumpZ scale lower than standard value even online

Post by Wormbo »

Are you possibly playing with a weird model that (for unknown reasons) messed up the JumpZ?
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Re: JumpZ scale lower than standard value even online

Post by Eviltom »

I don't recall having any trouble with the boxes? Apart from missing them when distracted by the cool skybox!
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Re: JumpZ scale lower than standard value even online

Post by PrinceOfFunky »

9BnZJFNliMk
I have no any mutator enabled in sp and mp on UnrealTournament.exe nor Launch.exe.
Note how while playing sp using Launch.exe the JumpZ scale works normally, but if I run a server with it, I cannot jump as much high in it.

EDIT:
Wormbo wrote:Are you possibly playing with a weird model that (for unknown reasons) messed up the JumpZ?
I'm using Necris:
Image
EDIT 2:
Just used Brock skin and the problem is still there :/
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Re: JumpZ scale lower than standard value even online

Post by Barbie »

If I remember correctly, the game speed has influences to the jump height, too.
<EDITH>
With "game speed" I meant (Classic/Turbo/Hardcore).
</EDITH>
Last edited by Barbie on Mon Nov 28, 2016 9:36 pm, edited 1 time in total.
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Re: JumpZ scale lower than standard value even online

Post by papercoffee »

Swanky wrote:Gameplay
The Void is a pyramid kind of level. It’s basically multiple levels of platforms connected via elevators and platforms. It’s made entirely out of cubes with 64³ uu size which makes navigating with UT classic settings like I’m used to a pain (players can only jump up 48 units in classic)
Maybe this?
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PrinceOfFunky
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Re: JumpZ scale lower than standard value even online

Post by PrinceOfFunky »

papercoffee wrote:
Swanky wrote:Gameplay
The Void is a pyramid kind of level. It’s basically multiple levels of platforms connected via elevators and platforms. It’s made entirely out of cubes with 64³ uu size which makes navigating with UT classic settings like I’m used to a pain (players can only jump up 48 units in classic)
Maybe this?
That was it!
So I think we should make create maps basing on the Classic mode than the Hardcore one, so that even the players playing it with Classic could do the same things that within Hardcore.
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Re: JumpZ scale lower than standard value even online

Post by papercoffee »

Why should I create maps which are playable in classic mode ...I prefer my maps like my coffee HARDCORE! :rock:

Never tried the classic settings ...what, except for the jump hight, is different?
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Re: JumpZ scale lower than standard value even online

Post by Barbie »

papercoffee wrote:what, except for the jump hight, is different?

Code: Select all

         |Gamespeed|PlayerSpeed|Damage|JumpZScaling*
Normal   |   1.0   |     1.0   |  1.0 |     1.0
HardCore |   1.1   |     1.0   |  1.5 |     1.1
Turbo    |   1.1   |     1.5   |  1.5 |     1.2
(*) Scale depends on game type.
I extracted that from the following code fragments:
Spoiler

Code: Select all

//UnrealShare.int:
HelpMessage[8]=Choose Game Style:  Hardcore game speed is faster and weapons do more damage than Classic. Turbo is Hardcore with really fast movement.

// UTServerAdmin.uc:
	switch (Request.GetVariable("GameStyle", String(GameStyle))) {
	case "0":
		class<DeathMatchPlus>(GameClass).Default.bMegaSpeed = false;
		class<DeathMatchPlus>(GameClass).Default.bHardCoreMode = false;
		Response.Subst("Normal", " selected"); break;
		break;
	case "1":
		class<DeathMatchPlus>(GameClass).Default.bMegaSpeed = false;
		class<DeathMatchPlus>(GameClass).Default.bHardCoreMode = true;
		Response.Subst("HardCore", " selected"); break;
	case "2":
		class<DeathMatchPlus>(GameClass).Default.bMegaSpeed = true;
		class<DeathMatchPlus>(GameClass).Default.bHardCoreMode = true;
		Response.Subst("Turbo", " selected"); break;
	}

// DeathMatchGame.uc:
	if ( bMegaSpeed ...)
	{
		Pawn(Other).GroundSpeed *= 1.5;
		Pawn(Other).WaterSpeed *= 1.5;
		Pawn(Other).AirSpeed *= 1.5;
		Pawn(Other).Acceleration *= 1.5;
	}

// DeathMatchPlus.uc:
function float PlayerJumpZScaling() {
	if ( bJumpMatch )
		return 3;
	else if ( bMegaSpeed )
		return 1.2;
	else if ( bHardCoreMode )
		return 1.1;
	else
		return 1.0;
}
//DeathMatchGame.uc:
	if ( bHardCoreMode )
		Level.TimeDilation = 1.1 * GameSpeed;
	else
		Level.TimeDilation = GameSpeed;
//DeathMatchGame.uc:
	if ( bHardCoreMode )
		Damage *= 1.5;
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Re: JumpZ scale lower than standard value even online

Post by sektor2111 »

I'm so confused about these "problems". Looks like you do not play UT, seriously...
- Classic = Problems - limited speed, jump and damage;
- Hardcore should be more closer to needs - it's my default setup from all times and my any server old or new (and MBot uses this one properly).
- Turbo allows you to dodge where in classic you can only dream about, damage is stronger, speed it's also different.

This Topic is FAKE, JumpZ doesn't have issues except... WATERZONES and such. These are SETTINGS :lol2: not issues. RTFM afaik.

But because this setup might drive in troubles let's see some:
If you join in a server set HardCore you'll not have any issue regarding to your setup used "at home" - only where admins are still in noob states. Secondary problems of classic with game speed 1.000000 might come from maps with TimeDilation screwed. Unplayable ON-LINE - yeah I'm using different games and... I have rewritten things which your games doesn't have - so no I did not try the rest because doesn't include my setup and I'm not interested about the same default bugs over and over.

Default test:
CTF-Coret - Trying Classic, HardCore, Turbo. See how to get UT_FlakCannon in all of these cases without Translocator. Indeed it's a Rocket Science here :ironic: .

Default stunt:
If you have some ShockRifle or a Ripper (or such), you can get a higher JumpZ with the price of some damage by jumping and using AltFire immediately - I suppose you don't know these too :sleep: . Try this in a slant wall (non-vertical), wheee ! Make sure to not fly out of Map (or out of Server).
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