чтобы после исполнения от первого, потом его же со стороны , с замедлениями, что бы насладиться успеть сложностью этюдов =D и фигурки же такие смачные, и со стороные опережающие все эти фишки пиздец смачно выглядят же, особенно с плазмаганом, выщак же беЗподобный!!!
That may be altered physics or an edited demo. DF shows pmove_msec 50 in that demo (which is equivalent to sv_fps 20 - the default value in baseq3). But there's g_sync 1 and pmove_fixed 0, so pmove_msec is ignored. Why is it set after all? That is strange. Normally, repetitive obs on such big heights are impossible unless you alter physics.
It could be that he is finding a new OB height by losing the height slightly by use of crouch and strafe, perhaps? taping into the new OB height by altering the first OB height ever so slightly.. or maybe he just disabled the 1-time property of OB, so i.e. altered physics as you said.
Crouching and strafing mid-air doesn't affect your vertical velocity in any way. They can affect your vertical velocity only if you're under water or have "flight" power-up. Also crouching can make you avoid hitting the ceiling sometimes, but that's beyond the point. "disabled the 1-time property of OB" -- actually normal VOBs are always a little bit lower than the original falling height. Like by a fraction of a unit or so. This is because of rounding errors in every frame. You can't notice this bu a naked eye, because there's step-up ramping anyway that lets you land on the same platform where you started. In order to disable the 1-time property you have to alter physics. It is possible to adjust physics settings in such a way that there are no rounding errors in player's Z coordinate, and then the height of the VOB is equal to the starting height. And then you can bounce infinitely. But that's altering the physics, like I said.
the music in the background just happens to be one of my favourite ambiant mixes, i never thought i would see it on a video like this.
sick
what's the name of the mix?
Kremionn the first mix in this video (the one i was talking about) is called:
pleiadian friend by spacemind.
MrNidyz Is the song at 8:43 part of the mix or it's a separate track? If so, do you know the name of the song?
No Comment Here. its not part of the mix, sadly i dont know the name of that track either.
MrNidyz I see...thanks for the reply anyway..
Connect.Ohm - Snow Park
чтобы после исполнения от первого, потом его же со стороны , с замедлениями, что бы насладиться успеть сложностью этюдов =D и фигурки же такие смачные, и со стороные опережающие все эти фишки пиздец смачно выглядят же, особенно с плазмаганом, выщак же беЗподобный!!!
Offline mode
4
The second track is Timber (DK Recut)
Ss
Ledkdkeekeelefkeelerl3rlrlerlekerlelerkelelelrrrkrrlrlrrlrrl4lrrlrl4lrrlrlrr
11111111111 0:23
4⁴ 0:41
Jjkk
если бы кажддый трюк потом в слоу мо со стороны вмонтировали бы, шедевр был бы неписанной красоты!!!!!!!!!!!!!!!
Ffffffffff
What is the music? Can you share it.
Amazing
Dude you are damn insane!
the last trick was bad :p
top stuff all in all!
music was good tho
I never understod the beautyness of overbounces. Sorry.
0:13
ZADROTI EBANIYE (c)
1:41 wow
how are those jumps after falling done 2:00 ?
are they posible in ql ?
That bug is called an overbounce and it was fixed in QL, hence this kind of tricks is impossible now.
how does Cgaz's continious obs work at 8:45?
That may be altered physics or an edited demo.
DF shows pmove_msec 50 in that demo (which is equivalent to sv_fps 20 - the default value in baseq3). But there's g_sync 1 and pmove_fixed 0, so pmove_msec is ignored. Why is it set after all? That is strange.
Normally, repetitive obs on such big heights are impossible unless you alter physics.
It could be that he is finding a new OB height by losing the height slightly by use of crouch and strafe, perhaps? taping into the new OB height by altering the first OB height ever so slightly..
or maybe he just disabled the 1-time property of OB, so i.e. altered physics as you said.
Crouching and strafing mid-air doesn't affect your vertical velocity in any way. They can affect your vertical velocity only if you're under water or have "flight" power-up. Also crouching can make you avoid hitting the ceiling sometimes, but that's beyond the point.
"disabled the 1-time property of OB" -- actually normal VOBs are always a little bit lower than the original falling height. Like by a fraction of a unit or so. This is because of rounding errors in every frame. You can't notice this bu a naked eye, because there's step-up ramping anyway that lets you land on the same platform where you started. In order to disable the 1-time property you have to alter physics. It is possible to adjust physics settings in such a way that there are no rounding errors in player's Z coordinate, and then the height of the VOB is equal to the starting height. And then you can bounce infinitely. But that's altering the physics, like I said.
didn't realise about the vertical OBs. But I suppose this is noticeable in some ways. thanks!
Is the first scene scripted :O