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backDash to wall jump is not working properly (please fix it in 0.7)

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Dash to wall jump is not working properly (please fix it in 0.7)
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wlhsuwbh
Member
(8 posts)

If you dash to the wall at somewhat 30 degree angle and then press the special button again - it's working as intended, you bounce of the wall at the same speed you were approaching it and at the right angle (somewhat like 30 degrees again from the other side).
But if you dash to the wall at somewhat 90 degree angle and then press the special button again you either:
1) Bounce at the weird angle and lose your speed, the way you bounce off the wall by jumping near it at 0 speed and pressing the special button.
2) Just hit the wall and stop.
3) Bounce as intended, at the right (somewhat 90 degree) angle without losing your speed.

I think this difference comes from the height at which you touch the wall (you gain some height by using dash).

It works as intended if you just (not dash) jump to the wall and then wall jump.

The whole problem may have something to do with step height.

Why I want it to be fixed? There's at least one good trick that comes to my mind and that is impossible to do every time you try it now.
You dash to the side and than bounce off the wall to the opposite direction at high speed.
This may be useful in a fight.
(updated 2012-06-19 18:07:39)

crizis

Mad Hatter
(4078 posts)

I think this difference comes from the height at which you touch the wall (you gain some height by using dash).


You can only walljump above certain height (10 units or so, dno), and it's intented.

wlhsuwbh
Member
(8 posts)

There's still some inconsistency. While you got better stuff to do, I still recommend you to try it yourself.

VectorVanDoom
(updated Today 13:37)
(1991 posts)

i totally forgot why that was necessary, someone enlighten me, please? was it grinding (sliding) up ledges, that are too close to a wall, or generally dashing, when standing next to a wall?
this breaks ramp to walljump, too. where you slide up a ramp, that ends in a wall, and wj backfrom that wall, without a jump or anything inbetween.
(updated 2012-06-18 21:17:13)

A_Pink_Name

Member
(66 posts)

VectorVanDoom wrote:
this breaks ramp to walljump, too.


Ramp-wj is definately not broken now, feels so much better than stock 0.62.

crizis

Mad Hatter
(4078 posts)

^

This is definitely not broken now. Only some maps (like 15!) have map-specific bugs (like 15 has that solid light shader lamp 1units off the wall breaking this) which I haven't bothered to fix.

Huksi`

CTF Maniac
(3270 posts)

A_Pink_Name wrote:
VectorVanDoom wrote:
this breaks ramp to walljump, too.


Ramp-wj is definately not broken now, feels so much better than stock 0.62.


Quoted For Truth

wlhsuwbh
Member
(8 posts)

But still there are 3 outcomes, not 2.
You bounce at the weird angle and losing speed quite often, not just either stop or do a normal wall jump. Try doing it yourself, you'll see what I'm talking about.

Aside from that problem, what if you lower the restriction value?

Vic

Member
(4891 posts)

too late for this anyway

wlhsuwbh
Member
(8 posts)

Please consider doing something with it in the future, it's just not right with all those 3 possible consequences.
Consider lowering wall jump height restriction as well.
The trick I mentioned before is used in Unreal Tournament. In that game, the speed that wall jump gives to you is not dependent on the speed you were approaching the wall (at least it's horizontal component), and it's quite high, unlike the initial wall jump boost in Warsow.
It can be good alternative to a jump followed by a wall jump and can be very useful in fights, it makes wall jumps more useful in fights overall.
Stun prevents it from being overused.
(updated 2012-06-19 18:08:16)

farmup

CTF-Priest
(487 posts)

i thnk this bounce in a "weird" direction and speedloss u mentioned upper is caused by the octagon hitbox, ppl will have to consider and adjust.

Mef!sto

Member
(529 posts)

farmup wrote:
i thnk this bounce in a "weird" direction and speedloss u mentioned upper is caused by the octagon hitbox, ppl will have to consider and adjust.


nope
octagon hitboxes are since 0.7
but walljump at 90 degree is wired since ever

at wlhsuwbh
just release any movementkeys while tuching the wall(makes it way more predictable)

wlhsuwbh
Member
(8 posts)

Mef!sto wrote:
farmup wrote:

just release any movementkeys while tuching the wall(makes it way more predictable)


No, I was doing it without any other keys pressed.


farmup

CTF-Priest
(487 posts)

aight i thought it was about 180° turns, which now definitely seem weirder to me

Koochi

Member
(935 posts)

octagonal boxes are there since 2 promod versions ago and nobody whined about that, so it can be something else.


edit: and btw, everything you search about problematics and such stuff is inside the warsow code :)
(updated 2012-06-20 20:36:38)

Vic

Member
(4891 posts)

Koochi wrote:
octagonal boxes are there since 2 promod versions ago and nobody whined about that, so it can be something else.

wrong

Koochi

Member
(935 posts)

Vic wrote:
Koochi wrote:
octagonal boxes are there since 2 promod versions ago and nobody whined about that, so it can be something else.

wrong


really ? I was quite sure promod had octagonal boxes in the last release.
Well don't mind about my reply then.

crizis

Mad Hatter
(4078 posts)


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