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JumpStats v1.7.3 (unfinished!)


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Lt.RAT
Member
Join Date: Sep 2008
Location: Russia Yekaterinburg
Old 03-21-2010 , 16:57   Re: JumpStats by Exolent (unfinished!)
Reply With Quote #1571

i have OLD post about it

First post where i noticed 0.0625 bug in calculation... Also corrected that bug in my edition of NumB ljstats ~ half year before it...

Atm most correct distance - engine distance (distance between 2 points - jump point and land point)
[with ducked linear jump with constant 250 speed with different fps u can get distance=214.25...218.00] (depends on fps)

But i`ve prefer recalculation of distance to real physics... so similar jumps should return same value, in that case all players jumps on equal terms.

In JumpStats player with low fps will jump further than player with constant 100 fps, same thing in admin fps-death measurement... Calculation algorithm choose minimal distance from "engine distance" and "recalculated distance" and show it to player.
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itimehike
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Join Date: Mar 2009
Old 03-21-2010 , 22:37   Re: JumpStats by Exolent (unfinished!)
Reply With Quote #1572

I know, this might be a bit off course with section, but i really need some help.
The problem is, that neither jumpstats nor other lj stats show /ljtop.. nothing just pops up.. what could be wrong ?

EDIT: I should add, that any other plugin, besides jumpstats or ljstats work just fine, like blockmaker and such. and i've tried disabling any other plugin than jumpstats, and still no good.
All modules are working correctly.

EDIT2: Well, in my case, everything else, but top works with the plugin. I've got latest amxx, and metamod.
And it kinda suddenly just started. -.-'

Last edited by itimehike; 03-22-2010 at 20:56. Reason: Extra info
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IvanDuda
New Member
Join Date: Jan 2010
Old 03-22-2010 , 17:03   Re: JumpStats by Exolent (unfinished!)
Reply With Quote #1573

Hello,

I installed this plugin on my server, but does not work ..
It appears only the "/ speed" and when I longjumps, bhopjmps etc.. Does not appear the distance, the prestrafe and the line jumps!

What I need to do to plugin work?

I really want this plugin.

Thank you.
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EXteRmiNaToR
Senior Member
Join Date: Dec 2009
Old 03-22-2010 , 17:12   Re: JumpStats by Exolent (unfinished!)
Reply With Quote #1574

Quote:
Originally Posted by IvanDuda View Post
Hello,

I installed this plugin on my server, but does not work ..
It appears only the "/ speed" and when I longjumps, bhopjmps etc.. Does not appear the distance, the prestrafe and the line jumps!

What I need to do to plugin work?

I really want this plugin.

Thank you.
Buy Steam.
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IvanDuda
New Member
Join Date: Jan 2010
Old 03-22-2010 , 19:12   Re: JumpStats by Exolent (unfinished!)
Reply With Quote #1575

Quote:
Originally Posted by EXteRmiNaToR View Post
Buy Steam.
--' i have steam .. i create server by dedicated server on STEAM - TOOLS!!



@EDIT!:

Finally that WORK!!! ;)

I tested in new game only with jumpstats with last version amxmox and worked !!

Last edited by IvanDuda; 03-22-2010 at 19:28.
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fantasist
Member
Join Date: Mar 2009
Old 03-22-2010 , 20:43   Re: JumpStats by Exolent (unfinished!)
Reply With Quote #1576

I'm curious where you guys get technical details about CS engine?
I've seen many discussions like that the cause of jumpbug is CS engine uses two different coords...
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Lt.RAT
Member
Join Date: Sep 2008
Location: Russia Yekaterinburg
Old 03-23-2010 , 07:54   Re: JumpStats by Exolent (unfinished!)
Reply With Quote #1577

Quote:
Originally Posted by fantasist View Post
I'm curious where you guys get technical details about CS engine?
I've seen many discussions like that the cause of jumpbug is CS engine uses two different coords...
HLSDK, our own tests...
CS engine not much different from HLSDK, only in few things, so for most interesting moments we can trust hlsdk.

JB possible only in 2 unit above the ground, in hlsdk there is only place with 2 units move
Code:
PM_CatagorizePosition
...
	point[0] = pmove->origin[0];
	point[1] = pmove->origin[1];
	point[2] = pmove->origin[2] - 2;
after it we can jump before applying damage code.
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fR4gn0tiX!
Senior Member
Join Date: Nov 2009
Location: Georgia, Tbilisi
Old 03-23-2010 , 08:16   Re: JumpStats by Exolent (unfinished!)
Reply With Quote #1578

Quote:
Originally Posted by Lt.RAT View Post
HLSDK, our own tests...
CS engine not much different from HLSDK, only in few things, so for most interesting moments we can trust hlsdk.

JB possible only in 2 unit above the ground, in hlsdk there is only place with 2 units move
Code:
PM_CatagorizePosition
...
	point[0] = pmove->origin[0];
	point[1] = pmove->origin[1];
	point[2] = pmove->origin[2] - 2;
after it we can jump before applying damage code.
http://www.youtube.com/watch?v=IJK83dDfc0E

^ in this tutorial it says that you must be 4 units above the ground O_O

I'm making jump bugs with this script: http://www.fpsbanana.com/scripts/6019
Not always, but this script increases chances to make JB
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Lt.RAT
Member
Join Date: Sep 2008
Location: Russia Yekaterinburg
Old 03-23-2010 , 10:11   Re: JumpStats by Exolent (unfinished!)
Reply With Quote #1579

Quote:
Originally Posted by fR4gn0tiX! View Post
in this tutorial it says that you must be 4 units above the ground O_O

Not always, but this script increases chances to make JB
Not all tutorials are perfect, such 4 units comes from feelings and not engine investigation

Yeah, that script helps a bit, but not much... it helps to do +jump;-duck in one frame, and thats all...
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lega
BANNED
Join Date: Feb 2010
Location: Osijek
Old 03-23-2010 , 14:33   Re: JumpStats by Exolent (unfinished!)
Reply With Quote #1580

Quote:
Originally Posted by fR4gn0tiX! View Post
http://www.youtube.com/watch?v=IJK83dDfc0E

^ in this tutorial it says that you must be 4 units above the ground O_O

I'm making jump bugs with this script: http://www.fpsbanana.com/scripts/6019
Not always, but this script increases chances to make JB

fucking shocking


steam -> update
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