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overbounce tutorial; get trickin'


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HAL9000






Sunday, April 10 2005, 02:43:48 #24247     overbounce tutorial; get trickin'


Any wanna-be trickers here (like me Tongue)? Well you gotta learn to bounce. You might not know this, but Quake 3 isn't perfect! Gasp! There are bugs in its code. Ironically one of its bugs is also one of Quake 3's most interesting "features": overbouncing. Some things you should know before I go further:

1- I am a trickin' NOOB. Don't ever say I claimed to be otherwise! I'm just starting to learn this stuff and I hope I can find some people around here that want to learn also. If you're like me, after you finally land that hard trick or perfect horizontal bounce you'll be hooked.

2- Overbouncing is as old as quake 3 itself, so nothing I'm posting here is new information. There is a lot of info on the web about tricking, but 99% is useless crap, and even said crap is hard to find in the first place. I didn't really "get" overbouncing until I read the overbounce detection read-me in the defrag folder. You can find that document by going to C:\Program Files\Quake III Arena\defrag\docs. A lot of the info I'll post here can be found in that document being as that’s where I learned most of this from.

OK, first we need to establish exactly what OB'ing is. I'll start by doing some highly skilled copy/pase directly from that text document, because anything I'd say would just be re-writing it, so whats the point?

An overbounce occurs when a player is falling, hits the ground (a floor, not a slope), and bounces back up to the players original location. The downward Z component of the velocity vector is "reflected" or inverted - a negative z vector component becomes positive.

An overbounce occurs due to a bug in the id software q3 code. This bug only occurs at certain starting heights. (Ultimately, it occurs when a player is falling and the player position during a given server snapshot is within .25 units of the ground).

Overbounces are usually executed by walking off of a platform, falling, and hitting a platform below. But overbounces can occur in some locations by jumping off of a platform (instead of walking). Also, overbounces can occur from bouncepads, stairs, etc.


So what this amounts to is that if you fall or jump (or in some cases weapon-jump) from a certain platform and land on a certain platform below you you'll fool the quake engine into thinking you should be going UP at the same velocity that you went down in. The trick is finding those certain spots, and after you find them landing with no (in case of vertical OB) or very little (in case of horizontal OB) forward and left-right movement. The defrag mod (version 1.90) has built-in OB detection which makes finding these spots easy.

Load up Defrag mod. Go to "tricks" mode. Physics can be either CMPA or VQ3, doesn't matter. Start up any map (cos1_beta7b, for example, if you want to get right into good overbouncing). Enter these into your console:

\df_chs1_draw 1
\df_chs1_info1 55

These 2 commands activate the OB detection system. In particular, the second command turns on all types of OB detection (except quad OB). Start looking around. You’ll see letters popping up as you scan your crosshair across certain areas of the map. These letters indicate if OB will occur if you move to that spot that you crosshair is over. Along with that, they indicate what type of action you’ll have to take to make the overbounce happen.

Here are some of the basics. For each of these sections, I recorded a short demo showing you how to perform the jumps. Find them in the zip file below.

Two basics to start with are Go and Jump overbounces. They are referred to as “movement” overbounces.

GO overbounce: indicated by the G

Simply step off the platform you are on, and fall to the platform you’re crosshair is over. Do not do any type of jump. Here is what the go indicator looks like:



See the goOBtutorial demo for an example of how to do this. Notice that I hug the wall on my way down; that’s so I can ensure no forward or backward movement. BUT, when you actually land, you can’t be holding ANY MOVEMENT KEYS. Even if you have your back flush against the wall and hold the back key, you will generate approx 1ups of backward movement, and the OB is lost. This rule applies to all the OB’s I’ll show you here except the horizontal OB which I’ll cover later.

Jump overbounce: indicated by the J

Similar to the Go OB but you must jump first. Here is the indicator:



See the jumpOBtutorial demo. Again, once I get flush up with the jump-pad tower, no keys are touched. Fall to the floor and you’ll bounce back up.

Weapon overbounces

Rocket overbounce: indicated by the “r”

I couldn’t get a ss of the “r” indicator on this one because it was flashing. Sometimes the indicators do that, just ignore it, it means nothing. Anyhow, check out the rocketOBtutorial demo. The lowercase r means only to do a rocket blast; do NOT do a rocket jump (rocket + jump). If you see an R, that means to do an actual rocket jump.

Notice on the rocket OB demo that I had to shoot a few shots of plasma at the floor I was standing on before I was able to do the jump. This is called a “sticky OB”. There are times when your player model isn’t completely on the floor; you’re actually floating just a hair (a virtual hair Tongue) above the ground. This small game error can be solved by shooting some plasma shots on the ground right next to you. It zeros out that floating effect, correcting the distance between you and the platform you are looking at, and allows you to achieve OB. Defrag tells you when you’ll need to do a sticky. They are indicated by an “S” in front of the action: sr, sR, sG (sticky shoot plasma and then “Go”) are some examples. See that text document in the defrag folder for a complete list. There is a demo in the zip called stickyGoOBtutorial that will give you another example.

I’ve also included a demo called haldm16take1 that shows an OB + grenade combo. It takes me a few tries so be patient Wink but it gives you an idea of how you can combo up on this stuff.

There are lots of other OB’s that I didn’t get into that I might end up making more tutorials and demos for (horizontal OB’s, for example). Later on if I can get some of you interested we’ll do rocket chases or something like that. In the meantime try these out if you want to learn how to trick. More to come…


Last edited by HAL9000 on 12:11, Thursday Apr 21 2005; edited 1 time in total
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|DRC| Wang






Sunday, April 10 2005, 12:25:58 #24253     


you are the fucking man hal! I know I've been wondering about ob's myself. I've executed a few, but nothing spectacular. Keep the tutorials coming bro.

Hell maybe wartex would be so kind as to put together a Defrag server for us on DRC2 that we can easily switch from battle (so there's no player interference). I'd be happy to go around and get a server config from one of the admins. I know that Rarek was heavy into defrag at one time, he may also be able to contribute to the tutorials.
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|DRC| Wartex






Sunday, April 10 2005, 12:40:38 #24254     


lol fine, i'll put defrag on in the evening
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HAL9000






Sunday, April 10 2005, 13:52:49 #24255     


thanks guys, and I'll get more together. In the meantime, this demo is insane...

iT.rate in a VERY unusual strafejump
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|DRC| Marblecake






Sunday, April 10 2005, 14:11:28 #24256     


That was pretty cool.
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Jaguar






Sunday, April 10 2005, 23:05:45 #24322     


That demo fucking owned.

As for overbouncing.. there's TONS of them on xcm_tricks in the freestyle arena.
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HAL9000






Sunday, April 10 2005, 23:22:12 #24324     


cos beta is the same way. It's built for it.
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