mp_bounce_test

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Soviet
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mp_bounce_test

Post by Soviet » August 10th, 2008, 10:25 pm

I'm looking for someone to help me find the ins and outs of bounce jumping. I've created a bounce test map, and I'd like some other people to do it to make sure the statistics I'm gathering are accurate. The map consists of distance and height bounce tests. I've created a data table in excel for data collection. All I need 1 or more people to do is download the map and the .xml file. Print out the data sheet, test the map and record your results, type them up in the excel document, then post it as an attachment here. If some people can help out, we can get some very accurate statistics about bouncing, which will be greatly helpful to anyone trying to make a jump map for cod4. So if you have a bit of time, please do it.

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Open up the .xml file in Excel, put the mp_bounce_test folder in your usermaps folder (C:\Program Files\Activision\Call of Duty 4 - Modern Warfare\Usermaps\)

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Re: mp_bounce_test

Post by Rezil » August 10th, 2008, 11:25 pm

I'd be grateful to anyone who tested this map out(I'll try to also but I suck at bouncing...) as I'm going to make a jump map for cod4 sometime soon.
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Re: mp_bounce_test

Post by Drofder2004 » August 10th, 2008, 11:32 pm

This test may be flawed, you need everyone to be recording with the same FPS, jumping ability also may come in to play.
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Re: mp_bounce_test

Post by Soviet » August 11th, 2008, 12:20 am

Hence why I want multiple people to test it, so I can find the average. FPS is one thing I forgot, I'd like people to test these at 125 and 250 if possible. If not both, one or the other. Getting the required FPS should be no problem. The map is extremely simple.

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Re: mp_bounce_test

Post by Soviet » August 11th, 2008, 1:32 am

Here's some interesting results for you guys. 250fps used.

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Please keep in mind these numbers were rounded. The heights did actually increase consistently. It appears that the distance you will bounce increases at rate half that of the distance you will travel. It also appears that the distance from the angle the player is bouncing on has absolutely no effect on them unless it simply creates too strong of an angle. My assumption right now is that you must hit the angle at above close to 10 degrees and below about 80 degrees.

edit: I have deduced that you always need to keep your height versus distance at a ratio of at most 4/3. That is, your height should never be more than 1.33 times your distance if you want a successful bounce jump.

edit 2: breaking news,

Undefined FPS

with undefined fps jumping you tend to land about 128 units back from the typical 250/125 jump. Your height stays the same, however it is extremely difficult to get any type of bounce on heights like 320 or 384. Also remember that trying to jump distances with undefined fps is completely hopeless. When I did this test my fps was hovering around 500.

43fps

43fps works practically the same as 250 and 125 for distance. The height is maybe 20-32 units less than 250/125

125fps

125fps will bounce you exactly as far as 250fps. The only difference is how far you can strafejump to get to the angle you're bouncing off of.

333fps

with 333fps you tend to land about 64units back from where you would land with 250 or 125. The height is roughly the same, however jumping from higher platforms tends to result in less success due to the floating nature of 333fps jumping.

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Re: mp_bounce_test

Post by Innkeeper » August 11th, 2008, 3:26 am

soviet, shouldnt it go from 256 to 384 and THEN to 512 as far as the distance of the bounce?

cuz that makes more sense to me...
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Re: mp_bounce_test

Post by Soviet » August 11th, 2008, 3:45 am

Ah damn, nice catch. I mislabeled the distances on the map. The data table has been fixed. But be careful anyone who gets around to testing on this map. 512 should be 384, then 640 should be 512, etc.

That is really interesting though. I was trying to come up with equations before and I couldn't, this explains why.

d = 2I

d - distance
I - initial height (player's z coordinate before jump - z coordinate of lowest part of slant)

h = I

h - maximum height reached during jump
I - initial height (player's z coordinate before jump - z coordinate of lowest part of slant)

That's a bit simpler than what I was coming up with before :P

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Re: mp_bounce_test

Post by Drofder2004 » August 11th, 2008, 5:19 am

Thats some nice research. Some where is my research on the angles I could bounce easily off.
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Re: mp_bounce_test

Post by Soviet » August 11th, 2008, 5:37 am

I think how you might fly off could be directly related to the angle. I used a 30-60-90 triangle for my research. So the 2 sides would have been x and 2x, which is the same as the distance and height on the bounces. Could just be a coincidence though.

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Re: mp_bounce_test

Post by Drofder2004 » August 11th, 2008, 2:59 pm

I tested angles from 1-44, although the distance I used and height jumped from was the same through-out, so my test was basic and flawed if put together with your results.

Next stop, dynamic everything map.

Time to create a map with the ability to change all variables dynamically (if you plan on doing it, let me know and i'll help with any scripting) ;)
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Re: mp_bounce_test

Post by Soviet » August 11th, 2008, 6:36 pm

I might do it eventually, but as of now I have all the bounce data I wanted to collect. If some people request a dynamic map I'll probably look into it though.

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Re: mp_bounce_test

Post by Innkeeper » August 11th, 2008, 11:57 pm

.xls files cant be attached :(
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Re: mp_bounce_test

Post by Soviet » August 12th, 2008, 3:37 am

upload in a .zip

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Re: mp_bounce_test

Post by Innkeeper » August 12th, 2008, 5:34 am

aight so i found 2 things out...

a) the lower you hit the bounce object, the further you tend to fly
b) to bounce from high angles, you must hit high up on the object

also, i developed a weird sort of curvy technique to stretch the bounces out pretty far

all jumps at 125 fps

P.S. if you want any demos just ask
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Re: mp_bounce_test

Post by BMC » August 12th, 2008, 9:44 am

Well Soviet, you have to rewrite your table. I bounced at Height area 256 - 384 NP and 272 - 384 NP with 250 FPS :) I'll try to do the other Not Possible jumps later and I post them :mrgreen:
I attached the demos.
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