Digital Paint Discussion Board

Development => Mapping => Topic started by: Ace on December 24, 2011, 01:22:54 AM

Title: How Was Fly1 Made?
Post by: Ace on December 24, 2011, 01:22:54 AM
In fly1, when you reach the end of corridor you don't teleport, but keep going right back to the beginning of the corridor without losing any speed. It's a bit hard to explain and a screenshot doesn't help. I included the map.

If anyone can explain it decently I'll give you a congrats smack on the ass. It's probably something simple, but I have no idea.

Thanks
Title: Re: How Was Fly1 Made?
Post by: Chef-Killer on December 24, 2011, 08:25:35 AM
The way it's done in this map isn't possible without creating a leak, so you should never try to copy this to your own map.
Title: Re: How Was Fly1 Made?
Post by: Foxhound on December 24, 2011, 11:23:26 AM
go on...
Title: Re: How Was Fly1 Made?
Post by: ViciouZ on December 24, 2011, 02:11:27 PM
Basically, the corridor takes up the whole width of the map, from -4096 to +4096 units. The game stores player coordinates in the form of eights of one unit, i.e. a change in position of 1 = 0.125 units. The positions are stored in a 2-byte integer, which has 65536 possible values. This is where the maximum map size comes from: 65536/8 = 8192 possibilities, which are mapped from -4096 to +4096. When you get "past" the edge of the map, the number containing your coordinate wraps-around, i.e. if you're at (4095, 0, 0) and you move 1 unit forward in the x direction, you will find yourself at (0, 0, 0). Because you never actually touched the wall, your velocity remains the same.

As to what Chef-Killer says, I think it is possible if you used a tweaked compiler, I will do some tests.
Title: Re: How Was Fly1 Made?
Post by: Foxhound on December 24, 2011, 03:25:12 PM
top speed 148
Title: Re: How Was Fly1 Made?
Post by: prozajik on December 24, 2011, 04:48:38 PM
mine 170, you need about 165 speed to "make" the jump :P
Title: Re: How Was Fly1 Made?
Post by: Ace on December 24, 2011, 06:37:16 PM
Basically, the corridor takes up the whole width of the map, from -4096 to +4096 units. The game stores player coordinates in the form of eights of one unit, i.e. a change in position of 1 = 0.125 units. The positions are stored in a 2-byte integer, which has 65536 possible values. This is where the maximum map size comes from: 65536/8 = 8192 possibilities, which are mapped from -4096 to +4096. When you get "past" the edge of the map, the number containing your coordinate wraps-around, i.e. if you're at (4095, 0, 0) and you move 1 unit forward in the x direction, you will find yourself at (0, 0, 0). Because you never actually touched the wall, your velocity remains the same.

As to what Chef-Killer says, I think it is possible if you used a tweaked compiler, I will do some tests.


Ah that's about the only way left for me to try. It's a pretty neat way to use the confines of bsp to your advantage. Thanks.

mine 170, you need about 165 speed to "make" the jump :P

180... with wall strafing instead of strafing. And you can do the jump way below 165. Check out the replay on the q2 server, luum's time is pretty wild.

The way it's done in this map isn't possible without creating a leak, so you should never try to copy this to your own map.

Is there a different way to do it without creating a large leak then?

Title: Re: How Was Fly1 Made?
Post by: prozajik on December 24, 2011, 07:54:39 PM
And you can do the jump way below 165. Check out the replay on the q2 server, luum's time is pretty wild.
Idk, I made just guess based on my jump
Is there a different way to do it without creating a large leak then?
Put a lot of rooms after each other :P
Now srsly i think sometimes teleports ports you with speed you gained before the port. Not sure how it happens but I think sometimes it does. Cant reproduce it tho.
Title: Re: How Was Fly1 Made?
Post by: Ace on December 25, 2011, 12:50:26 AM
Now srsly i think sometimes teleports ports you with speed you gained before the port. Not sure how it happens but I think sometimes it does. Cant reproduce it tho.

I guess it would be worth a shot to try, it'd be pretty cool if a way was figured out to make it without a leak.
Title: Re: How Was Fly1 Made?
Post by: Chef-Killer on December 25, 2011, 07:50:27 AM
Ah, I only thought about the current tools and not about the possibility of a tweaked compiler.
Title: Re: How Was Fly1 Made?
Post by: Morphin on December 25, 2011, 11:02:17 AM
I dont have textures on that map. :(
Anyway i came up to 197 without wallstrafing.
Title: Re: How Was Fly1 Made?
Post by: Tyrone(MyeRs) on December 26, 2011, 08:57:05 PM
i got 198 cause im black
Title: Re: How Was Fly1 Made?
Post by: Tupac(Chalk) on December 26, 2011, 11:11:46 PM
shut yo as* up honkey you ain't black. me and my cousin pooki both got 496