Usually when I watch content creators on youtube, they are good at making content but quite mediocre at the game itself (explanation is often shallow and generalized). Whenever I watch pros at the game, gameplay is not optimal (whether it’s graphics, audio, commentary or anything else). But you, you my man are good at making content and game itself. Such a precious mix. Shoutout to all the techniques inventors and thanks for your work, research and game show. You deserve this audience, no matter how big it is. This is huge piece of work for jumping community.
earlier today i was thinking about how interesting itd be to watch a video going over the science and general fuckery of what happens when you speedshot. very cool video
@kingstripes actually made a map all about pixel walks (jump_pixelwalk I think?) for the recent jump jam, so maybe they’ll become slightly more well known in the near future
1:39 I actually didn't know this was in tf2. I've only seen it in portal 2 speedruns used in a chamber called "three gels" ( ua-cam.com/video/51NqNM66AJM/v-deo.html ). In portal 2 speedrunning, they call it a "stuck launch". Here's a video of a portal 2 speed runner explaining it, but it's basically what firestabber said. ( ua-cam.com/video/bkyLllsa1M8/v-deo.html )
theres also a bug for bhopping where shortjumps and bhops that store crits just stop working. my friend tf2 goroth made a video about it but not sure why it happens, havent really seen anyone talk about that either
No idea when hard pogo is coming... I've been working on the script for hard walls for a bit, but I need to incorporate help (from Coolant and CaWU) for explaining the stock side of things since I use the original and hard walls is too high-level for me to explain the stock stuff myself. Turns out that type of collaboration is hard to get right and be efficient with, so it's been a slow process. Hard pogo will have the same issues, but hopefully I'll have learned from this first experience and gotten more effective at co-authoring a script by then.
Thanks! Yeah, I made one a while back, haven't mentioned it in a video yet, so it's a pretty small hangout & a bit inactive at the moment: discord.gg/wqKmvCpTAV
Do you know why market bhops seem to be so inconsistent? first, in some servers they are easier than in others. second, it appears that in the same server bhoping can be harder or easier for a period of time depending on chance. third, it seems that at any moment chance plays a big roll on wheter the server manages to register your bhop.... bhops are so weird
It stems from the same problem that crossbow got a recent fix for. However that fix was exclusive to the teammate collision delay, so other places still suffer from wrong timings, for example market garden ground checks being delayed, which allows you to keep crits by leaving the ground again quickly enough. sigsegv made this video ua-cam.com/video/ko7Soamv9Uk/v-deo.html that shows the crossbow delay before it was fixed. Because the root of the problem of behind mg bhops and the old crossbow bug is the same, you can essentially imagine the space between the medic and when the crossbow can heal teammates as the time you have to bhop before your crits get taken away. As you can see your timing window varies wildly.
It's a bit of a complex setup, and it only works offline... But I have Sourcemod running so I can use plugins and I'm using the same skeys plugin that Jump Academy uses. github.com/Jump-Academy/jse/blob/master/plugins/jse_showkeys.smx
Let me give it a shot, but it's a bit involved so bare with me - TF2 updates physics and movement and really everything once every 15ms, or once each "tick." If you're familiar with the concept of "frames" in other games, it's the same idea, TF2 just doesn't have game state calculations tied to the framerate, so they're called ticks instead of frames. For an edgebug to occur, you need to touch the ground for physics calculations without letting the game register you as being grounded. You can think of edgebugging as something that happens between ticks - one tick you're above part of the ground, the next you're already to the side of the platform. The drawing highlights how useful it is to be very close to the ground on the tick before you edgebug. If you're very close to the ground, you can "slide" on the ground a lot more during the tick the edgebug happens. If you're high above the ground on the tick before the edgebug, there'll be barely any "sliding" before the game finishes the movement calculation and marks you as grounded.
cornerabuse is really finicky to perform, it was lucky that you randomly got it in that game or that it's even possible in that specific spot. all the corners i've found in stock maps that look like they'd work well don't seem to actually be usable, and im really uncertain on what the criteria is. the only place i know its possible at is that spot you showed on ja7, but other spots with similar collision don't work for whatever reason
dont know if youve found out why or even still care, but rampbugs are usually caused by landing on ramp from a bounce height, this is also what causes you to sometimes lose all your speed from an edgebug. Unfortunately this is impossible to control, so if you arent playing on a server with rampbug fix you will just have to pray you dont get unlucky.
Babe wake up firestabber just uploaded
Usually when I watch content creators on youtube, they are good at making content but quite mediocre at the game itself (explanation is often shallow and generalized). Whenever I watch pros at the game, gameplay is not optimal (whether it’s graphics, audio, commentary or anything else). But you, you my man are good at making content and game itself. Such a precious mix. Shoutout to all the techniques inventors and thanks for your work, research and game show. You deserve this audience, no matter how big it is. This is huge piece of work for jumping community.
Really enjoyed this video, I love seeing more general rocket jumping videos from you.
it's p bean!
I think you can consistently pixelwalk if you wiggle while touching the wall, like texturebugs, sketchek has a video of it.
Yooo bible lol
earlier today i was thinking about how interesting itd be to watch a video going over the science and general fuckery of what happens when you speedshot. very cool video
your videos are amazing, they helped me a lot on improving my rocket jumpin skills, thanks so much!
@kingstripes actually made a map all about pixel walks (jump_pixelwalk I think?) for the recent jump jam, so maybe they’ll become slightly more well known in the near future
1:39 I actually didn't know this was in tf2. I've only seen it in portal 2 speedruns used in a chamber called "three gels" ( ua-cam.com/video/51NqNM66AJM/v-deo.html ). In portal 2 speedrunning, they call it a "stuck launch". Here's a video of a portal 2 speed runner explaining it, but it's basically what firestabber said. ( ua-cam.com/video/bkyLllsa1M8/v-deo.html )
oh wow I never even knew about cornerabuse! over a decade of playing and im still learning new source gimmicks
Is there a source for those ILDPRUT graphics (2:58) or did they make them custom for this video?
Great video, thank you!
one of the best videos ive seen, thank you
congrats on 1k!
been up to ~45 rank soldier on tempus yet never heard of cornerabuse cool
Stellar content mate
Keep up the good work!
theres also a bug for bhopping where shortjumps and bhops that store crits just stop working. my friend tf2 goroth made a video about it but not sure why it happens, havent really seen anyone talk about that either
you can consistently pixelwalk by spamming A & D while trying to get onto the surface
0:49 mga arena on jump academy server
as the one wise sketchek told, To do a pixel walk you have jump and press d and a when you are hugging the wall when you want to pixel walk.
what map was the mazlii glidestep bonus? I'm pretty sure it's chocological and something else but I do not remember what..
Hard walls and pogo jumpthrough when?
No idea when hard pogo is coming... I've been working on the script for hard walls for a bit, but I need to incorporate help (from Coolant and CaWU) for explaining the stock side of things since I use the original and hard walls is too high-level for me to explain the stock stuff myself. Turns out that type of collaboration is hard to get right and be efficient with, so it's been a slow process. Hard pogo will have the same issues, but hopefully I'll have learned from this first experience and gotten more effective at co-authoring a script by then.
Firestabber
🗨️🤓
I love your staff, man. Do you have a Discord server?
Thanks! Yeah, I made one a while back, haven't mentioned it in a video yet, so it's a pretty small hangout & a bit inactive at the moment: discord.gg/wqKmvCpTAV
check out sketchek's video on how to pixel walk for a more in-depth guide to pixel walking
Do you know why market bhops seem to be so inconsistent? first, in some servers they are easier than in others. second, it appears that in the same server bhoping can be harder or easier for a period of time depending on chance. third, it seems that at any moment chance plays a big roll on wheter the server manages to register your bhop.... bhops are so weird
It stems from the same problem that crossbow got a recent fix for. However that fix was exclusive to the teammate collision delay, so other places still suffer from wrong timings, for example market garden ground checks being delayed, which allows you to keep crits by leaving the ground again quickly enough. sigsegv made this video ua-cam.com/video/ko7Soamv9Uk/v-deo.html that shows the crossbow delay before it was fixed. Because the root of the problem of behind mg bhops and the old crossbow bug is the same, you can essentially imagine the space between the medic and when the crossbow can heal teammates as the time you have to bhop before your crits get taken away. As you can see your timing window varies wildly.
where is counter tap firestabber
Hello sorry fast question what keystroke mod does Firestabber use or (what keystroke mod u use)
It's a bit of a complex setup, and it only works offline... But I have Sourcemod running so I can use plugins and I'm using the same skeys plugin that Jump Academy uses. github.com/Jump-Academy/jse/blob/master/plugins/jse_showkeys.smx
can you explain the image at 2:58 to me? im really not sure what its trying to communicate
Let me give it a shot, but it's a bit involved so bare with me - TF2 updates physics and movement and really everything once every 15ms, or once each "tick." If you're familiar with the concept of "frames" in other games, it's the same idea, TF2 just doesn't have game state calculations tied to the framerate, so they're called ticks instead of frames.
For an edgebug to occur, you need to touch the ground for physics calculations without letting the game register you as being grounded. You can think of edgebugging as something that happens between ticks - one tick you're above part of the ground, the next you're already to the side of the platform.
The drawing highlights how useful it is to be very close to the ground on the tick before you edgebug. If you're very close to the ground, you can "slide" on the ground a lot more during the tick the edgebug happens. If you're high above the ground on the tick before the edgebug, there'll be barely any "sliding" before the game finishes the movement calculation and marks you as grounded.
stock speedshotters rise up
cornerabuse is really finicky to perform, it was lucky that you randomly got it in that game or that it's even possible in that specific spot. all the corners i've found in stock maps that look like they'd work well don't seem to actually be usable, and im really uncertain on what the criteria is. the only place i know its possible at is that spot you showed on ja7, but other spots with similar collision don't work for whatever reason
Why am I just now seeing this video
i still have my black wallpogo magic!
nice media
this video was good but it didnt have a dogemote in it, 9/10
Dope
but what causes a ramp bug?
dont know if youve found out why or even still care, but rampbugs are usually caused by landing on ramp from a bounce height, this is also what causes you to sometimes lose all your speed from an edgebug. Unfortunately this is impossible to control, so if you arent playing on a server with rampbug fix you will just have to pray you dont get unlucky.
@@rellorttf2 thx
lol being this early feels different
Lol, im way better. *fails pogoing 20 times* GRAHHHHHHH
Thankyou for the godtier info