Urban Terror Forums: Jump Distances (repost from old version of forums) - Urban Terror Forums

Jump to content

 Login | Register 
Advertisement
  • (2 Pages)
  • +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

Jump Distances (repost from old version of forums) Rate Topic: -----

#1 User is offline   Hybridesque (old) Icon

  • Joined: 08-February 04
  • Posts: 427
  • LocationBradford, UK

Posted 17 December 2006 - 01:47 AM

(AS POSTED BY 4DAYS)

if you wanted to make a jump hard and only accessible by folks who are ninja bunny hoppers then you'd need to play with it a bit (although getting karti in might be going a bit far :)).

these numbers are a GUIDE, i'm not saying they're totally accurate but they gave the most consistent results. ok, so..

all with full stamina

128 units
from standing at the edge or walking and jumping as you reach the edge:
a 128 unit gap will mean you have to grab the other side (90% of the time..)

travelling at normal running speed and jumping as you reach the edge:
you can clear 128 units easily and land safely on the other side.

192 units
running and jumping as you reach the edge
192 units and you'll grab the edge at the other side.

sprinting and jumping as you reach the edge
you can clear 192 units and land safely on the other side.

256 units
sprinting and jumping as you reach the edge
256 units and you'll grab the edge at the other side (most of the time..).


------------------------------------------------------
PLAYER DIMENSIONS (almost identical to vq3)

player height = 72
player width = 32

minimum width = 31
the minimum width of an area the player can occupy.

minimum walking height = 63
the minimum height a ledge can be for the player to be able to walk under it.

minimum crouching height = 47
the minimum height a ledge can be for the player to be able to crouch under it.


CLIMBING HEIGHT AND WIDTH

maximum ledge height = 110
the maximum height that a player can climb by jumping up and grabbing from a standing (stationary) position beneath a ledge.

minimum ledge depth = 8
the minimum depth a ledge can be for the player to be able to grab it and pull themselves up onto it.

minimum ledge width = 16
the minimum width a ledge can be for the player to be able to grab it and pull themselves up onto it.

minimum ledge height = 62
the height at which a ledge will be grabbed automatically by the player moving towards it across a flat surface.


FALLING DAMAGE (all with full health and just stepping off the edge, there are no 'badly wounded' or 'needs medic' heights that i could find purely by dropping)

maximum drop = 200
the maximum height a player can drop from without being hurt.

maximum drop 2 = 231
the maximum height a player can drop from (by walking straight off of a ledge) without being 'wounded'.

maximum drop 3 = 299
the maximum height a player can drop from (by walking straight off of a ledge) without being 'near death'.

maximum drop 4 = 394
the maximum height a player can drop from (by walking straight off of a ledge) without dying (player will be 'near death').


JUMPING (all with full health and stamina and no strafing - the 'maximum' listed isn't a true maximum, but the largest distance i could clear 10 times in a row)

maximum clear jump from standing/walking = 99
the maximum distance a player can jump from standing and land on the other side.

maximum clear jump from running = 199
the maximum distance a player can jump when running and land on the other side.

maximum clear jump from sprinting = 243
the maximum distance a player can jump when sprinting and land on the other side.

maximum jumping height = 66
the maximum height a player can jump onto a ledge before needing to grab and pull themselves up.

#2 User is offline   TwentySeven Icon

  •   former FS member   
    Lead Engine Developer
  • Account: twentyseven
  • Country:
  • Joined: 24-January 10
  • Posts: 1,318

Posted 17 December 2006 - 04:48 AM

Update, the player height has been updated to 72 units in the new version.
Other distances should remain the same.

#3 User is offline   Woekele Icon

  •   former FS member   
    Public Relations
  • Account: woekele
  • Country:
  • Joined: 26-January 10
  • Posts: 11,575

Posted 17 December 2006 - 06:45 AM

Sprintingspeed changed, so I gues that jumpdistance too.

#4 User is offline   Hybridesque (old) Icon

  • Joined: 08-February 04
  • Posts: 427
  • LocationBradford, UK

Posted 17 December 2006 - 10:21 AM

Get me some new numbers and I'll update appropriately.  |NV|S wanted the data and I had ye olde thread.

#5 User is offline   |NV|S (old) Icon

  • Joined: 24-February 04
  • Posts: 431
  • LocationSanta Clarita, CA

Posted 17 December 2006 - 09:11 PM

This is a pretty important request, so if there are QA out there that can tackle this ASAP I would appreciate it.

bullet_loaderAdvertisement

#6 User is offline   Woekele Icon

  •   former FS member   
    Public Relations
  • Account: woekele
  • Country:
  • Joined: 26-January 10
  • Posts: 11,575

Posted 17 December 2006 - 09:19 PM

I have no idea about units and whatever, sorry. Better ask 27 himself.


#8 User is offline   Hybridesque (old) Icon

  • Joined: 08-February 04
  • Posts: 427
  • LocationBradford, UK

Posted 17 December 2006 - 11:09 PM

Quote

I have no idea about units and whatever, sorry. Better ask 27 himself.


I can only presume what 4days had done was to create a test map and tested how far he could jump etc, and probably having to do recompiles as he changed the dimensions within the test map to find the threshold.


#10 User is offline   mitsubishi Icon

  • Account: mitsubishi
  • Country:
  • Joined: 28-February 10
  • Posts: 13,481

Posted 18 December 2006 - 11:38 PM

Quote

I can only presume what 4days had done was to create a test map and tested how far he could jump etc


that's what i did to find the following extra (approximations) for 3.7, not even with many compiles, a few gaps in a row, a bit different each.

Quote

around 280 units in x/y between two brushes on the same z level, will be reached with a proper single circle/strafe jump with sprinting, without grabbing the other ledge However, that is very difficult to be achieved even by the best jumpers in a usual game(it's a near-perfect jump) so if you _want them_ to reach the other side by a single trickjump in most games, start with 240 units or a bit less.

Similar to the above jump is the same method but without landing on the other side, but ledge climbing it. In that case 312 units or maybe more of x/y distance on the same z level can be reached, however this is similarly very difficult to be performed and if you actually want most of them to grab it by a single trickjump, start with around 280 units or less.

from http://www0.org/cgi-...=urtjq3.html#12

  • (2 Pages)
  • +
  • 1
  • 2
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users

Advertisement


Copyright © 1999-2024 Frozensand Games Limited  |  All rights reserved  |  Urban Terror™ and FrozenSand™ are trademarks of Frozensand Games Limited

Frozensand Games is a Limited company registered in England and Wales. Company Reg No: 10343942