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Tae Kwon Do annoyingness

 
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mmmmajor
Server Moderator


Joined: 03 May 2007
Posts: 216

PostPosted: Tue Jul 01, 2008 8:24 pm    Post subject: Tae Kwon Do annoyingness Reply with quote

Hey, so I know I haven't posted on the forum in forever, but the wild inconsistency of TKD has really gotten to me. I see very little correlation between the speed reports given for each ram, and the speed I'm actually going. Often I'll be bhing very fast and then do a TKD jump against someone at point blank range and get like a 400-500 speed ram, while other times I get the exact same speed just normally walking without doing the ram at all! And then sometimes I get wildly high or low speeds for seemingly no reason. The speed calculation used to be totally cool but now I never have any idea how much damage it's going to do when I ram someone. Okay rant over...
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Pulseczar



Joined: 03 May 2007
Posts: 1585
Location: North Carolina

PostPosted: Wed Jul 02, 2008 6:26 am    Post subject: Reply with quote

Hmm.. there's a command that let's you view your speed in most clients, I think. Maybe you can use that to try to verify TKD's speed reading, unless it's already obvious to you that its reading is off.
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phrosty
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Joined: 02 May 2007
Posts: 846
Location: Los Angeles, California

PostPosted: Wed Jul 02, 2008 7:38 am    Post subject: Reply with quote

iirc TKD was modified to have speed relative to what you hit, so that could account for it.
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Pulseczar



Joined: 03 May 2007
Posts: 1585
Location: North Carolina

PostPosted: Wed Jul 02, 2008 8:44 am    Post subject: Reply with quote

Does it now take into account the other player's speed and direction or something? Like, if a player bumps into you really fast when you bump into them, do you do more damage than you would if that player was still? Or if you bump into a player who is moving the same direction you are relatively quickly, do you do less damage to that player than you would if that player was still?
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Slicer



Joined: 29 Aug 2007
Posts: 169

PostPosted: Thu Jul 03, 2008 3:30 pm    Post subject: Reply with quote

Yeah, I pointed this out on another thread, no one noticed. Sad

I think the timing of when it determines speed is messed up. Maybe it's counting AFTER the actual push-hit. I've delivered a speed ZERO kick before...
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Shaka



Joined: 03 May 2007
Posts: 759
Location: Fresno, California

PostPosted: Thu Jul 03, 2008 5:32 pm    Post subject: Reply with quote

Slicer wrote:
Yeah, I pointed this out on another thread, no one noticed. :(

I think the timing of when it determines speed is messed up. Maybe it's counting AFTER the actual push-hit. I've delivered a speed ZERO kick before...

As Phrosty said, it depends on relative speed. And the speed it uses is the speed from the previous frame. This is due to how the physics in QW works, the collision routine is called after the players have hit and had their speed reset from the collision.

It could feasibly result in zero speed collisions... if you give me more feedback on how you think it's buggy, I can investigate it more.
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Slicer



Joined: 29 Aug 2007
Posts: 169

PostPosted: Fri Jul 04, 2008 10:37 am    Post subject: Reply with quote

The speed 0 hit was when I had kicked someone who was already in a corner. He had nowhere to go and didn't move, and after the hit, I wasn't moving either.

I can't help but think that maybe it's NOT actually taking the previous frame and is instead using the current one (after the 'collision', but before the TKD push effect).

I don't know. I think a spot of testing might scrub it out. Get a dummy player (Cuff would be perfect for this) and do some kicks, with and without them being next to a wall.
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The-Gizmo



Joined: 03 May 2007
Posts: 663

PostPosted: Fri Jul 04, 2008 1:02 pm    Post subject: Reply with quote

When the player touch function gets called when two players touch, the velocity is bugged, the velocity for both players is always '0 0 0' in that touch function whether or not it really is or not (sliding against the player, aka still moving). So if it reports your velocity as zero when it's not, then it's possible there's a bug in TKD.

Entity touch functions have much better touch functions, even though their touch function is called _before_ the velocity changes from impact (which is why caltrops require special code to make them lay flat), go figure.
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Shaka



Joined: 03 May 2007
Posts: 759
Location: Fresno, California

PostPosted: Sat Jul 05, 2008 9:43 pm    Post subject: Reply with quote

The-Gizmo wrote:
When the player touch function gets called when two players touch, the velocity is bugged, the velocity for both players is always '0 0 0' in that touch function whether or not it really is or not (sliding against the player, aka still moving). So if it reports your velocity as zero when it's not, then it's possible there's a bug in TKD.

That's why about a year ago I added some code to the prethink function (which runs before physics) which saves the velocity from the previous frame.

Historical note: When they originally wrote team fortress, they included a compile flag to make people push each other ala TKD, but it didn't work in QW because of the aforementioned bug.
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The-Gizmo



Joined: 03 May 2007
Posts: 663

PostPosted: Sun Jul 06, 2008 9:10 am    Post subject: Reply with quote

Shaka wrote:
Historical note: When they originally wrote team fortress, they included a compile flag to make people push each other ala TKD, but it didn't work in QW because of the aforementioned bug.


Yeah I know, I used to play Netquake TeamFortress via Mplayer, and pushing people off of the 2mach1 resupply bag was always a popular thing.

I miss sniping people's heads off and having the head fly back really fast and far, wonder why people never liked that, always thought it was funny.
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Slicer



Joined: 29 Aug 2007
Posts: 169

PostPosted: Sat Jul 26, 2008 12:03 am    Post subject: Reply with quote

A soldier ran into me recently. He wasn't moving very fast. I kinda hit him head on, but wasn't leaping.

BAAAMMMM 1727 speed kick. There's no way our combined speeds reached that. Is there just a typo in there somewhere? Some sort of miscalculation from client-side speed determinations?

I can't figure it out. It seems really, totally, random. Are you sure it's based on the direction the person is MOVING instead of FACING? Are you using the same math for speed calculations you were before, assuming a leaping TKD and a standing opponent? Because it doesn't feel like "the old system but with actual vector calculations". It feels like unmitigated chaos.

Looks like I'm going to have to teach myself Quake C to take a crack at figuring out what the hell is actually going on here..

And by the way, the autoteam system is also hosed. "User has joined Team 1" and then "User has joined Team 2" right afterwards.. with no user input.. and prompting the 30 second teamswitch.
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Slicer



Joined: 29 Aug 2007
Posts: 169

PostPosted: Wed Jul 30, 2008 6:47 am    Post subject: Reply with quote

Also, there's some WEIRD death messages involved with TKD, especially when one TKDist kills another through it, like the last-used weapon of one of the two. Sometimes psionic death messages are included even when there's no psion in the game.
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Shaka



Joined: 03 May 2007
Posts: 759
Location: Fresno, California

PostPosted: Wed Jul 30, 2008 12:22 pm    Post subject: Reply with quote

Slicer wrote:
Because it doesn't feel like "the old system but with actual vector calculations". It feels like unmitigated chaos.

Looks like I'm going to have to teach myself Quake C to take a crack at figuring out what the hell is actually going on here..

QuakeC is essentially C. If you know that you should be able to read the code. It's in Player.qc (just search for "TKD").

The math was all rewritten, so it's quite possible there's a bug in there.

I'll take a look at it when I start working on the next version.

Oh, and I've found the bug with the death messages with 2 TKDists. It'll go live with the next version.
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