How to headbug, edgebug, wallbug, linuxbug and texturebug (TF2)

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  • Опубліковано 4 лип 2024
  • / ixam3
    next jump tutorial will be on syncs (:
    exiles edgebug tutorial: • Tf2 Jumping Guide - Ed...
    ILDPRUT document: www.dropbox.com/s/jr00chyg20v...
    forum post on entity wallbugs: jump.tf/forum/index.php?topic...
    forum post on linuxbugs: jump.tf/forum/index.php?topic...
    null movement script: steamcommunity.com/app/440/di...
    00:00 intro
    00:26 headbugs
    01:11 edgebugs
    03:00 wallbugs (a definition)
    03:25 angled wallbugs
    06:14 glide wallbugs
    06:42 coordinate wallbugs
    07:10 entity wallbugs
    08:03 linuxbugs
    11:01 texturebugs
    14:49 final thoughts
    ____________________________________________________________
    Music (in order of appearance):
    Undertale OST: 054 - Hotel
    • Undertale OST: 054 - H...
    Celeste Original Soundtrack - 02 - First Steps
    • [Official] Celeste Ori...
    [Spark the Electric Jester OST] 06 - Smog City Sewers (Stage 4)
    • [Spark the Electric Je...
    little bass thing
    • coffee jitters game so...
    Celeste Original Soundtrack - 03 - Resurrections
    • [Official] Celeste Ori...
    Undertale OST: 036 - Dummy!
    • Undertale OST: 036 - D...
    a random unfinished song I found on my PC
    Homestuck Vol. 10 - 19 Starfall
    • Homestuck Vol. 10 - 1...
    a funny moment I got while gathering footage: • accidentally hitting t...

КОМЕНТАРІ • 124

  • @Re-lx1md
    @Re-lx1md 3 місяці тому +157

    Bugs that make your horizontal velocity reset: 🤮
    Bugs that make your vertical velocity reset: 🤤

  • @james-st2p
    @james-st2p 3 місяці тому +193

    i love eating bugs

  • @EmmetsPage
    @EmmetsPage 3 місяці тому +7

    How to edgebug, goonbug, and jelqbug.

  • @endarkenedgd
    @endarkenedgd 3 місяці тому +36

    the limit on midair crouches was a band-aid solution by valve to fix a bug called the "Quantum Crouch", used in portal speedruns iirc.

    • @GreyMaria
      @GreyMaria 3 місяці тому +16

      It's more that it prevents players from turbofucking their bullet hitbox positions (because Valve couldn't be bothered to tween properly) by spamming crouch while in midair to essentially make it impossible to hit players with hitscan.

  • @haydos817
    @haydos817 3 місяці тому +37

    should I be crouched or uncrouched when edging bugging irl?

    • @goodboi6329
      @goodboi6329 3 місяці тому +7

      Crouched

    • @cynapse993
      @cynapse993 3 місяці тому +5

      Yes, crouching gives you better grip.

  • @Mr2Dumb4Name
    @Mr2Dumb4Name 3 місяці тому +21

    BABE WAKE UP IXAM VID JUST DROPPED

  • @hydroponicgard
    @hydroponicgard 3 місяці тому +27

    Linux bug is probably the most intriguing one imo. As far as I recall, it's smthng to do with how Linux version of TF2 (server/client) calculates the axis and rounds it out or smthng? I vaguely recall reading it, still fascinating

    • @balala4641
      @balala4641 3 місяці тому +8

      What I'm guessing, is that when glibc (The most widely used implementation of the standard C library on Linux) is asked to turn a float into an integer with no further context, it runs floor() on it, where the standard C library on Windows runs ceiling() on it instead.

    • @vilian9185
      @vilian9185 3 місяці тому +1

      what i'm curious if the 64bit tf2 update gonna change them

    • @vilian9185
      @vilian9185 3 місяці тому

      @@balala4641yep, and because of that the player go inside the wall, and get stuck

    • @bb010g
      @bb010g 3 місяці тому

      ​@@balala4641in another 10 years, muslbugs will be discovered

  • @cinquine1
    @cinquine1 2 місяці тому +2

    Linux Bug (2007? - 18th April, 2024)
    RIP, you were taken from us too soon

  • @FrisbeeTF2
    @FrisbeeTF2 Місяць тому

    Great video, thanks for the help! After watching your wall bug section I started hitting them consistently! No one really explained how to do it that well to me and I missed out using them in comp career.

  • @John-xl5iv
    @John-xl5iv 3 місяці тому +2

    Such a good video, I watched it without skipping a thing actually. Im highly interested in bugs since my bed was infested in them. Such a good job with research, people you coresponded with, amazing edit with visual additions to the topic and your knowledge. Thanks for your work, I hope it is highly appreciated by community.

  • @spacegirlvanish
    @spacegirlvanish 3 місяці тому +9

    Thank you ixam

  • @Konigreich
    @Konigreich 3 місяці тому +2

    Glad someone explained these way better than I tried to back in the day. Good stuff

  • @SandmanURL
    @SandmanURL 3 місяці тому +3

    Thank you ixam, this video is very helpful

  • @kovoneka
    @kovoneka 3 місяці тому +1

    I love when bugs walk inside my head casually

  • @meaty2406
    @meaty2406 3 місяці тому

    this is a goated video thank you i hope it pops off

  • @hej100
    @hej100 3 місяці тому +5

    The way I understand edge bugs and slide bugs is that physics in tf2 is handled on a subtick level, while things like teleport triggers and landing checks are only handled once per tick. For example, in a slide bug you need to first hit the floor and then the ramp. If this happens inbetween two tick updates, then tf2 will not have registered that you've landed, so you will keep all your momentum going into the ramp.

    • @frostchak2163
      @frostchak2163 3 місяці тому

      Edgebugs are kinda consistent though. if it were how you said wouldn’t it fail frequently? You can recreated edgebugs 9/10 times if you have the skill.

    • @hej100
      @hej100 3 місяці тому +1

      @@frostchak2163 They do randomly fail from time to time (similar to how bounces are random). Tempus has had to patch maps with intended edgebugs (adding something called auto edgebug) to make them consistent. A good example of an edgebug that fails is jump_dan2 bonus. If you jump off normally then you practically can't hit the edgebug, but if you crouch jump off, then you can easily hit the edgebug.

    • @frostchak2163
      @frostchak2163 3 місяці тому

      @@hej100 Huh, interesting. Thanks for the info, such a dope mechanic.

  • @downwardtumble4451
    @downwardtumble4451 3 місяці тому +3

    The rounding error isn’t “unique to Linux operating systems.” It’s due to an issue of the Linux and Windows compilers seeing the same code in different ways

    • @tiranito2834
      @tiranito2834 3 місяці тому +5

      Yep, they are calling "linuxbug" what we should maybe be calling a "compiler+platform bug" because floating point behavior simply is not deterministic when comparing the output of different compilers, even under the same architecture, the compiler is free to do whatever optimizations it thinks are pertinent, leading to innacuracies, and these depend on both the underlying architecture (obviously, architecture related optimizations are the ones that make most sense, duh), the compiler's code AND the target OS for which the compiler was built (optimizations specific to OS, rare when it comes to floating point math related ones, but I've seen this happen before so not too far fetched)... and knowing that valve uses gcc on linux, and how aggressive gcc's optimizations are, it would be more appropriate to call this "GCC bug". As a matter of fact, if you pick any compiler explorer and compile the check used for the ducking calculation detailed in the jump tf linuxbug forum using GCC mingw under windows, you get the exact same problem when using -O3 (at least I have with the current GCC mingw version I use).
      Since compilers are free to optimize however they want, the programmers must ensure that their operations are being calculated in a way such that the compiler cannot break their floating point operations by optimizing them. Many of these bugs happen by enabling fast math flags during compilation, and something as simple as disabling such optimizations with 1 flag could have prevented this from ever happening.
      If this was bug bounty, I would be rich for doing something obvious that every programmer with like 5 nanoseconds of videogame industry experience would see in an instant... amazing job, valve, as always.
      Oh, and lest we forget, libc and precompiled binaries linked dynamically... you can't magically recompile those, and them changing their behavior between versions is basically any programmer's bread and butter, which is why they are notoriously known for breaking old games... the solution is obvious, roll your own... if they use floor(), ceil(), sqrt() or any other such functions then they are relying on the behavior of a dynamically linked function that will eventually break when the implementation changes even if your software is not recompiled. The solution is to figure out what it does and statically link what you need or roll your own implementation, as everyone sane does in the games industry...

  • @catfoosh6381
    @catfoosh6381 3 місяці тому

    Absolutely beautiful video

  • @finndabwey3093
    @finndabwey3093 3 місяці тому

    Your videos are great man, love learning source shenanigans from niche Internet micro celebrities

  • @evandrofilipe1526
    @evandrofilipe1526 3 місяці тому +3

    As a linux user, I see this as an absolute win

  • @virao_nash
    @virao_nash 3 місяці тому +1

    cool guide thank you so much

  • @Deletedvirus404
    @Deletedvirus404 3 місяці тому

    Great work

  • @dwacheopus
    @dwacheopus 3 місяці тому

    THIS IS GOLD!!

  • @zagrfige
    @zagrfige 2 місяці тому

    Rest in peace Linux bug, forever in our hearts.

  • @mawrde
    @mawrde 3 місяці тому

    love these type of videos
    i also love bugs

  • @harisshakil2040
    @harisshakil2040 3 місяці тому

    Awesome video

  • @theredgekko
    @theredgekko 3 місяці тому

    Nice vid man

  • @nocoreal
    @nocoreal 3 місяці тому

    thanks for the info

  • @figured_TF2
    @figured_TF2 3 місяці тому +1

    great vid! it's good to have all of these in 1 place and with such good explanations for each. do you know if the 64 bit update will affect any of these bugs? i know that a lot of these are still possible in other 64 bit source games, but i have no idea if the timing, rarity or anything else would be changed by an update like this. i'm sure it'll be fine but it is something i considered when they first announced it

    • @ixam338
      @ixam338  3 місяці тому

      I haven't heard anything on the topic so I can't say unfortunately

    • @figured_TF2
      @figured_TF2 3 місяці тому

      @@ixam338 no worries, i'm pretty sure it'll be no big deal for this sorta stuff anyway :)

  • @ammi5311
    @ammi5311 3 місяці тому

    Very cool

  • @araylaurence6220
    @araylaurence6220 3 місяці тому

    great video

  • @mynameisty1er
    @mynameisty1er 3 місяці тому

    Sometimes I find random lbs to cheese stuff and I feel so goated

  • @arc-sd8sk
    @arc-sd8sk 3 місяці тому

    this tickles the 'tizm just right

  • @lacyyy
    @lacyyy 3 місяці тому

    Amazing, this type of video is so hard to make

  • @GreyMaria
    @GreyMaria 3 місяці тому +1

    now the real challenge is to find applications in normal maps

  • @ax30500
    @ax30500 3 місяці тому

    Now I can beat more tempus maps yeeeeeeee

  • @zo0ot404
    @zo0ot404 3 місяці тому

    Thanks xirbdic

  • @fernandom.varela1109
    @fernandom.varela1109 3 місяці тому

    Nice

  • @reistp3778
    @reistp3778 3 місяці тому

    Can we get a random unfinished song full version mister ixam??

  • @SanityDrop
    @SanityDrop 3 місяці тому

    can you tell us about edging

  • @gorlix
    @gorlix 3 місяці тому

    as far as i know wallbug (sticking to wall; resetting all velocity) occurs when the engine has too many collision points between player's hitbox and whatever he is colliding with. (probably more than 4 or something)

  • @ericwitney5086
    @ericwitney5086 3 місяці тому +1

    axolotl jumpscare

  • @sauceinmyface9302
    @sauceinmyface9302 3 місяці тому

    Head, edge, wall, linux, texture

  • @zagrfige
    @zagrfige 3 місяці тому +1

    15:20 so close, but it's clearly spelt "Zargfridge"

  • @deur
    @deur 3 місяці тому

    i think +strafe helps getting stuck in a wall real good, lieuty (spy main movement nerd) has a video abt it

  • @Wheezy753
    @Wheezy753 3 місяці тому

    is that.a twitch? this guy would make a great streamer i hope to see him live doing these fun bugs!

    • @ixam338
      @ixam338  3 місяці тому

      you missed me stream last night after the video released L

    • @Wheezy753
      @Wheezy753 3 місяці тому

      @@ixam338i went to bed at 8am woke up at 1am and did work for 2 hours. yesterday was not a good day for wheezy stans

  • @somedude4087
    @somedude4087 3 місяці тому

    how would one lootbug

  • @Faleko_Fares
    @Faleko_Fares 3 місяці тому

    That’s a lot of bugs, too bad I have a repeller

  • @Bajalet
    @Bajalet 3 місяці тому

    hi ixam!

  • @Skeletim
    @Skeletim 3 місяці тому

    The more I learn about the source engine, the funnier it gets

  • @xaracen7207
    @xaracen7207 3 місяці тому

    why is there a crouch limit?! why??

  • @blacklight683
    @blacklight683 3 місяці тому +1

    I never knew there is a 2crouch limit in tf2

    • @ixam338
      @ixam338  3 місяці тому +1

      Yeah most people don't know about it, I also should have mentioned this but the limit resets if you get hit by a rocket while mid-air (and obviously will reset if you hit the ground).

  • @swomft
    @swomft 3 місяці тому

    woag

  • @sillylilstella
    @sillylilstella 3 місяці тому

    edgebug

  • @pjmittens
    @pjmittens 3 місяці тому

    Shoutouts to Zagrfige

  • @kratostf2
    @kratostf2 3 місяці тому +2

    7:30 ondkajuh

    • @OndKaja
      @OndKaja 3 місяці тому +1

      typical

  • @HaroldHeinz_
    @HaroldHeinz_ 3 місяці тому

    I love to edgebug while playing tf2.

  • @casaihapapap6249
    @casaihapapap6249 3 місяці тому +1

    Ixam, do you know anyone who made video, document or could explain tiering system in tf.
    *read before you sent me to firestabber video or tell that it is based on hardest jump*
    I asked few top jumpers and mappers and it seems like we don’t have specific measures to tell by them if the jump is tier x or tier y. People making maps literally eyeball the jump and compare this to maybe previous jump, that looks certain way and this is how they rate the tier of the jump, right? (I mainly speak about very hard maps, but not only) But this is so not precise.
    [Thought experiment]
    Imagine that someone who has 0 to none knowledge about tiering in tf, has to write a technical document about that stuff, something like actually methodological. In that case he would need to give precise answer what’s differ one jump from another if they are different tiers. Sooner or later he has to define tier, tiering and how we can even do that, lenghts, heights, reps, techniques. With maps that have all the t3 techniques it’s simple - Map consists ‘basic’ jumps in it, that player need to be somewhat consistent in them to play the map comfortable.
    This easy streak ends when we are climbing in difficulty. That person would have to give precise answer… eventhough quint is just t3-t4, continuous 10 quints are a bit harder (jump_sync last). Also maxxvel quint doesn’t seem to be in t3-t4 category. But the funniest thing is to give a border “when it becomes harder than the rest?”. Is continuous 10 quints higher tier than 5 continuous quints? Is maxxvel quint different tier than quint that is 15 units lower? What would make rickoconnel prelast tier lower? And what a tier harder? [you don’t need to answer that, I assume some of the players already know the answer cause they use ‘comparison’ system. The other half tho will debate what tier or jump that would be and why. But the answers are endless, that’s why I don’t think answering is useful]
    The fact that I even came to those conclusions make me very unsatisfied with current tiering nature, because it seems like tf is very mathematical when it comes to movement, bugs, mechanics.
    •It’s weird to me that you can’t tell just by height or lenght units and amount of reps if the jump is ‘this’ or ‘that’ tier…
    and everyone could assume tier after reading some documents about jumping•.
    Considering so much methodology in whole tf it’s just weird that tiering system is lacking it (at least from the theoretical standpoint or that it’s so inclusive, even people interested in topic struggling to find more info).
    If I’m completely wrong, you can help me find more precise answers on that topic, because maybe I didn’t search enough. I’m mainly interested in measurements if anyone making or rating map is making (which for now it seems I didn’t found them. Even mappers told me that they don’t have those, player named norf for instance).
    No matter what, I’m glad for this community, I participated in many constructive discussions about the topic and not only. That would be awesome to find some material about it.

    • @ixam338
      @ixam338  3 місяці тому +1

      Yeah honestly this topic is super interesting, it's something I've talked about on stream before. For lower tiers I believe this methodical kind of approach definitely can work, however it definitely doesn't hold up for harder tiers which I believe is what you're mainly interested in. For example it's not really possible to quantify exactly what makes a prefire jump t6 or t10, since separate prefire jumps are often unique enough you can't directily compare them (look at jump_rickoconnell 2nd last vs last; both are similar difficulty but wildly different in execution).
      So in general that's why I'd say specific measurements don't work for harder tiers, the fact is higher tier jumps vary so much in concept/execution it's not possible to always compare them. For another example take a look at jump_attached3 course 4 level 4; it's the only jump to ever feature this exact mechanic, so there's no possible framework or set of distances you could cross reference to say how hard it is until you actually playtest it.
      This might not be the answer you want, but if you wanted a more formal tiering system it would have to be statistics based imo. Things to look at could include total time first completions of a map take on average, total number of completions, average completion time relative to number of levels, how many people attempt a map vs how many people beat it, average rank of a player that beats it, etc. It wouldn't be perfect but if you want a more rigurous method for tiering this is probably the best you can do.

    • @Wheezy753
      @Wheezy753 3 місяці тому

      just spend 3 hours on it, if you can do probs under t3 or t4 if not then probs not.

  • @OlegSmileSSToRM
    @OlegSmileSSToRM 3 місяці тому +1

    Wait. Somebody wrote a scientific book about collision in tf2???

  • @notbill202
    @notbill202 3 місяці тому

    Mmm.. bbbug

  • @chrisjones9132
    @chrisjones9132 3 місяці тому

    I can bhop consistantly on a flat surface, from my 3000 hours being a cs movement player when I was 16.

  • @reynoldhouse9581
    @reynoldhouse9581 3 місяці тому

    Edgebugging to this as we speak

  • @OpossumFan
    @OpossumFan 3 місяці тому

    Yo that random unfinished song slaps

  • @HelmiBunny
    @HelmiBunny 3 місяці тому +6

    LAST

  • @danila1337bhop
    @danila1337bhop 3 місяці тому

    I think coordinate wallbug works on zero coordinate axes. I remeber something like this exists on cs:go inferno b plant

    • @OndKaja
      @OndKaja 3 місяці тому

      it does, but it's not the only coordinate where it works

  • @luk4323
    @luk4323 3 місяці тому

    I love edge bug

  • @MA78yt
    @MA78yt 3 місяці тому +2

    what if I think you took 10 billion trillion gazillion years to write the script?

  • @MersenneTwister
    @MersenneTwister 3 місяці тому

    "tf2 jump map video", "nice", "hold W", D-8

  • @pants1884
    @pants1884 3 місяці тому

    🐛 noting coordinate bugs are similar to linux where its a engine thingy, ^2 things are magic

    • @ixam338
      @ixam338  3 місяці тому

      ildprut actually goes over the math for why they work pretty in depth, decided it was too much for the video but it’s interesting stuff

    • @pants1884
      @pants1884 3 місяці тому

      @@ixam338math is for nerds, realy gamers brute force 🐸

  • @OiIMan
    @OiIMan 3 місяці тому

    Call me edgebug the way i

  • @Chrisz_489
    @Chrisz_489 3 місяці тому

    Im edging to bugs

  • @nocoreal
    @nocoreal 3 місяці тому

    i know these from Htwo, cool vid anyways

  • @syndican_
    @syndican_ 3 місяці тому

    Would have done this but MY ACCOUNT IS STOLEN AND STEAMNISINT HELPING WAHHHHH

  • @mattemot
    @mattemot 3 місяці тому

    dont do this in a real game you will get haunted

  • @meticrift4820
    @meticrift4820 3 місяці тому +2

    FIRST

  • @CannedClowner
    @CannedClowner 3 місяці тому

    i don’t edge
    *i edgebug*

  • @tobyfogg5861
    @tobyfogg5861 3 місяці тому

    I do not like eageing to bugs sorry 😊