smash head on ceiling = get full hp & ammo back
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- Опубликовано: 19 май 2023
- Music: BananaSlug ( / user-426347780 )
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big thanks to:
ILDPRUT for their contributions in research
FAQ:
Q: How did you make that? What editing software do you use?
A: I use Adobe Photoshop, Premiere Pro & After Effects. Photoshop for image editing and thumbnails. Premiere Pro for compositing and After Effects for motion graphics (the fancy animations). Игры
to clarify - the message at the end: 1 - not my opinion, but i was asked to make valve aware it is considered important to the jump community, & 2 - is about if valve should fix the root bug of the crouch shifting up and triggering trigger volumes, not to "not fix the resupply cabinet problem".
personally i don't care which path valve takes, though i do think they should stop the resupply being triggered "incorrectly" because of this bug
Oh no I wont be able to play the greatest maps of all time like jump_xhappy or jump_rickoconnell. What a huge loss that would be.
@@washedup3733 This is jump_doodle slander
I guess the best, but most tedious fix to this bug is to account for every map that has a 16 unit floor and increase it slightly in a map editor
@@tenderquirkydragon8643 It's probably faster and definitely easier to do that, vs actually trying to change the engine logic. There's way more that can go wrong there vs just grabbing a beer and spending a couple hours hammering.
This is a bug found in all source games so you're going pretty deep, any changes there will need a ton of testing to make sure they don't cause different bugs.
@@cinquine1 True, knowing Source, adding a few units can range from nothing happening to causing a singularity
To be fair, TF2 Soldier slamming his head on the ceiling and gaining full health is a very TF2 Soldier thing to do
shovel taunt having the effect of kritzkrieg taunt? all for it
he forgets hes injured
no thought - no hurt
pain is weakness leaving the body
the handsome squidward effect
The actual reason this happens is that you hit your head so hard you forget you had low health and ammo.
Or you remembered how high your health and ammo should be
Reminds me of this Pokemon move called Amnesia, and it greatly increases your special defense because the user "forgets the hit it's taken"
Ah yes, Dementia method of healing.
Has alzheimers:
Forgets you have alzheimers:
No longer has alzheimers
My theory is that you hit your head so hard that you start hallucinating fake health and ammo.
First, there were the signs. Now there are the ceilings. I love old maps.
Upward is not really that old though, and such bugs exist in lots of maps, but they are encountered more often on upward, especially the sign.
@@O5MO 2010 isn't that old???
@@zzyxxyzz5442 not 2007
@@O5MO Badwater was released in 2008.
@@O5MO so anything that wasn't in-game on launch is brand new to you???
The bounding box shifted in the 4th dimension, touching the resupply, giving Solider full health and ammo by propelling his head against the roof using explosives.
Classic Team Fortress
or team fortress classic
@@macktf8785 >finger guns< eyyyyyyyyyy
Sir, this is a Team Fortress 2
2 Team Fortress
I know, I might expected you to get from the context which one I ment
This video made me realize that TF2 maps are actually impressively well designed in terms of space. I never realized there was two spawnrooms really close to each other, it always felt like they were really far apart.
Upward is a huge spiral if you look at it from a birds eye view, kinda why it's called upward in the first place I guess
a tightly packed interwoven level designed to feel way bigger than it actually is a trait common to a lot of the most well known level design; tf2, dark souls, and gta san andreas to name a few. a master level designer understands that many times less is more, and avoiding long stretches of unnecessary space or excessive linear corridors helps keep the player engaged. a vertical layout with multiple levels of elevation on top of each other like certain TF2 levels and the Dark Souls map is also an underused but effective strategy for a "large-feeling" map that can still allow the player to get between areas of action with little downtime. elden ring is a genius example of a hybrid between open world and tight vertical level design, because in the open world you have Torrent to help you get around quickly, and the geyser things to jump to other elevations. but the areas where you can't use Torrent make good use of multiple floors with elevators and ladders between them.
i wish it worked like this in real life
It does. Smash your head off your ceiling.
There is a resupply cabinet in your walls. Rip it out.
@@endaburns2121 hi typing from the hospital do i send you a postcard
@@buzzlightyer2948 Yes please :)
@@buzzlightyer2948 ze healing is not as revarding as ze hurting.
This made me realize how the final spawns of both teams are really close to esch other but separed by a wall
This says a lot about society
This says a lot about society
This says a lot about society
This says a lot about society
This says a lot about society
Your visuals just keep getting better and better. The wireframe at 1:03 followed by the flashing mercs and cart was molto bene
I always love shounic’s visuals. They always help me understand and look so clean.
Very good doesn't translate that amazingly well in Italian D:
the legend himself. Glad to see you're still in the community. :)
makes me wonder just how much time he dedicates to visuals, he really does a magnificent work for every new video..
time for engineers to use this exclusively because its faster than walking up the stairs
Can't wait for the engineers who put the dispenser in the middle of the room so they can climb on it
Soldier is trading his braincells for blood to heal and the iron for rockets.
When you hit your head against the ceiling at terminal velocity, you get all your health and ammo back, but when I do it, I get a concussion and longterm amnesia.
Soldier is literally built different.
@@InsightReasoning he does wear a helmet
@@Underworlder5 and drinks lead water
When you hit your head against the ceiling at terminal velocity, you get all your health and ammo back, but when I do it, I get a concussion and longterm amnesia.
Wow, this could concievably be of real use in a game. Going from 20 hp to full would be really useful if 3rd is capped and you can't get back to spawn in time.
Or just doing it in the middle of a fight, though the timings can be pretty hard. Also, upward is often played in Highlander, so this specific provlem should be fixed.
You'd still need enough health to rocket jump without dying
@@Nova_Astral just let them learn that themselves
@@Nova_Astral "getting low on health. better use the expl... oh"
@@Nova_Astral yes, that's why I said 20 hp
Since this is a Source engine quirk, it applies to other games as well, this technique is actually used in Portal 2 Speedruns to skip the majority of Chapter 8
Links demonstrating this on a reply so RUclips doesn't hide the comment
ruclips.net/video/hmqufqO0a4c/видео.html
ruclips.net/video/J7ogCyngmxw/видео.html
This explains why you can capture certain control points from underneath- like the first capture point on Dustbowl stage 2) by jumping and crouching.
what the heck? I guess I should test that out
As you explained in that one video
Upward bugs are still found to this day. It's impressive.
It's a feature.
at this point shounic could teach a whole college course on tf2 quirks
the janitor and the potted plant should attend it
...Shit, the engie being able to do that with a dispenser could actually be a viable strategy for aiding defense of point 2
Simply raise the resupply volumes 20 units off the ground and recompile every affected map :)
yep I have no clue why the resupply box need to touch the ground. there is no need for it because if I player can reach the floor ods are they can reach it in anyway (if they are in the room as they should be).
@@Zack_Wester they likely just never considered the possibility of people reaching it from below through a decently thicc ceiling and just wanted things to look neat and clean
@@Zack_Wester the angle of necessity is the entirely wrong approach for this
@@Zack_Wester now do that for every single trigger volume that can affect gameplay, like health and ammo packs, kill zones, doors, etc.
Changing the affected maps instead of the behaviour is a nice way of getting around fixing the bug which would break "quite a few" community jump maps, as mentioned in the bonus note at the end.
as far as i know, this bug is known as "crouch triggering" in portal 2 (and i think its used in the speedrun as well)
It also reminds me of Double Dialogue Skip.
"hurt head"
actually, gaben, that's the opposite of what happens
I guess the whole trigger volume thing also explains that one resupply next to the door on RED steel first spawn being ridiculously picky about healing people touching it's side.
Oh god that one is so annoying. Similar with RED spawn on gravelpit.
0:03 *If you've 1 hp, you don't rocket jump into the ceiling, you walk to your spawn ! :)*
you get the small pack that's right there and then rj into the ceiling
🤓
Soldier hits his head so hard he forgets he’s mortally wounded, and consequently recovers instantly
Resupply cabinets should require a line-of-sight check to work, but it's an opt-in thing. So Valve could fix this bug for all of their maps (and give mappers the option to fix it in theirs), but community jump maps won't be affected.
Valve the kind of company to not give updates for years but as soon as a bug that players use in their maps is discovered, they patch it
Patching existing content is a lot easier to do, apparently, even _with_ Source spaghetti doing its spaghetti things.
3:00 that switch from red to blu was so good
I think typically they’re called “headcrabs”, actually, but cool video
I really liked this video, especially how you explained how the stuff works.
Also the message to Valve was a good thing to add :)
always happy to see more jumping tech in these. jumpers use a lot of cool niche stuff and it’s always nice to see it analyzed and explained in your style
I agree, dont fix this bug. It is actually cannon for that specific map because you have to go Upward to get the benefit.
the real reason this happens is because the map is Upward so you get rewarded for playing the objective of moving upward.
Watching Shounic dissect every glitch and every small detail is more fun than actually playing TF2
Oh wow, that engie resupply is really good. dont need to run to the spawn
portal 2 speedrunners have been using this trick for years to skip most of chapter 8 in the SLA category! in p2, its called crouch triggering. in oob space, there are 2 boxes right next to each other. one box has the player spawnpoint, and a trigger to start the entry elevator and teleport the player into said elevator. the other box has the trigger to go to the next map. in the map funnel intro, the player can get the crouch fly glitch by uncrouching inside the funnel and incrementing the funnel counter, so when you leave the funnel you aren't effected by gravity. you then use the challenge mode flags to wrong warp into out of bounds space in the next map, go over to the boxes, hold w while looking at 7 degrees yaw (this for some reason makes you move down), pause and unpause when you reach 88-89 units vertical, then fly under and crouch trigger the exit level box. you then do a precise load suspension (toggle console and pause in a weird order with precise timings) during the level transition, and wash rinse repeat for all but 1 map in chapter 8 that dosen't have an end elevator.
portal 2 speedrunning is wild, and i hate that i understand this and can do it from memory
This would probably be easy to fix by just shifting the trigger volume up however many units, and this would preserve the actual bug as it's used in jump maps
Also, sometimes using the command I've learned thanks to you (loaditempreset or something) I can go back to my own spawn room by touching the enemy's and using the bind I have for said command. I believe that's related to the collisions too.
its kinda weird that this bug hasn't been discovered earlier, like a lot of fights happen there so it was just matter of time till someone accidently discover it
That engy tech is actually great, for an emergency 2nd point hold it'd actually be faster to build a dispenser on that exact spot and constantly get 200 metal without having to run up to spawn
Man I cannot believe I accidentally just hit my head and now I got full health and ammo for some reason
Imagine ur on upward offense last and you walk out of spawn to die to a sentry. The killcam is an engineer hopping between his sentry and his dispencer and hitting his head on the wall while spamming the short circut
Like what do you even do
Love your videos, insightful breakdowns of game programming micro scenarios with gorgeous visuals and pannekoek tier informativeness.
thanks for the tip. the infographics are so good
Very considerate of you to include the note about jump maps at the end :)
ah yes im gonna rocketjump while having 1hp, sounds like a great idea!
With the best of intentions!
what could possible go wrong?
*freaking dies*
Ouch
Your videos reminds me of those Marblr does for Overwatch! I love these videos, glad I found this channel. Subscribed!
Wow I like these new editing effects!
Thank you for the end bonus note!
You are helping keep the game alive.
3:47 An easy fix Valve could do is to change their maps to have the bounding box's trigger start a little bit off the ground yeah?
I get the point early on, but then I'm hypnotised by the editing 👌.
this is actually so big brain
you are so talented
The moment we found this out really has a "Right Behind You" song energy.
This is already used in the speedrun for Portal 2 in the map Crazy Box.
And to skip the playable cutscene in Celling Catapult.
Theoretically this can be easily fixed by just making it so the hitbox size reduction is done earlier than checking for trigger entity bounds.
Although, for all we know, at least 40 other parts of the code assume that hitboxes are resized last, as is usual for Source Spaghetti, so I can't say for sure if it's that easy.
That would probably cause issues. Someone else suggested a line-of-sight check for only these volumes
thank you for interesting information.
I love the actually correct use of "fourth dimension". Time gets presented as some geometrical abomination way too often.
This is valuable information
1:56 that big headed scout really made you laugh i hear
damn your editing is good
It's dubiously useful, anyhow.
Already knowing the thing before Shounic did it makes me feel like a genius and legend
This is a really useful trick but I absolutely know Valve is gonna release a 2 kb update next week to fix this in especific
i think shounic only releases the vids after the bug is patched
Literally through the roof
It's just like that ceiling teleport trick in some jump maps, I didn't think that this obscure gimmick can be used on an official map like this. Crazy stuff.
headbug, my beloved
amazing
If I was a map maker I'd do this k purpose in certain spots on purpose to make it more fun
I like the note at the end. It doesn’t do anything because valve doesn’t update their game anymore but it’s good to have anyway
Learning stuff like this is how players become unstoppable in game
I remember a similar situation happening with the flame particles. They have a MASSIVE bounding box that partially goes through the walls, especially thin ones like the spawn gates. And if it crosses a player's bounding box, they get ignited.
And this is how pyro can burn players though the spawn gates.
this gamer out here unraveling all the wizardry of the jumping world. When are you going to cover jumpbugs?
This is also in cp_hardwood now! In blu's first spawn, jump onto the truck and then spam jump, you will hit the resupply on the next floor!
Hits head on ceiling so hard that you enter a coma and hallucinates going on a killing spree
Soldier just pulling a Mario is perfectly in character
tf2 maps are really incredible i did not know that part that sticks out is the last point resupply
I like how the source jank extends into the fourth dimension. Nowhere is safe.
"This is the player bounding box"
I feel like this is becoming a theme
0:02 killbind
As a game engine, I am the epitome of technological prowess. My intricate algorithms and advanced capabilities weave together a digital tapestry, conjuring immersive worlds and dynamic gameplay mechanics. Through my code's harmonious fusion of graphics, physics, audio, and artificial intelligence, I bring virtual experiences to life. And within this realm, you, the player, reign supreme. Your unmatched skills synergize with my finely-tuned parameters, granting you unparalleled perception and the ability to exploit the subtlest nuances of the virtual realm. It is through this exceptional harmony that you emerge as the unequivocal champion, the embodiment of mastery and dominance in the gaming realm.
*[bonk!]*
That didn't hurt
Ok, let's try it
I think the best fix for this bug is to move the triggers up 4 units on effected maps.
This will be implemented into engineer meta for sure. You can basically completely upgrade stuff just by jumping.
Edit: Uncle Dane if you are reading this I would love a short video about this mechanic if you haven’t made one already.
I involuntarily laughed out loud just reading the title. What the actual.
Valve can just move trigger volumes 4-20 units up for problematic entities as a workaround to keep this behaviour for jump maps, but not allow resupply through the ceiling to happen
I had no idea those rooms were so close together in that map, wacky
Bonk sound effect moment
New upward meta gaming
There's a similar issue on Dustbowl stage 2 in TF2, where you can just barely hit the capture point from underneath.
..."Even the engi." *heavy dane breathing intensifies*
dis cool.
yes, my head is hurting
2:20 "we're shifted UPWARDS" get it? get it?
oh upward
Now I get why you can cap the first point on dustbowl 2nd from underneath
I love you
This also works on badlands last but its harder because the ceiling is spanted.