The Craziest TF2 Command You've Never Heard Of

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  • Опубликовано: 22 янв 2025

Комментарии • 894

  • @hughjanes4883
    @hughjanes4883 Год назад +1855

    Fun fact: this works in many *many* game engines, if you ever have access to the workings of any engine try this out!

    • @cheatseychespin2792
      @cheatseychespin2792 Год назад +29

      BLJ moment

    • @O5MO
      @O5MO Год назад +32

      Not exactly, not every game engine has air strafing and wall bouncing.

    • @szilardbenyovszky5075
      @szilardbenyovszky5075 Год назад +15

      I tired it in my godot 4 game and it actually works, pretty interesting

    • @transorm987
      @transorm987 Год назад +61

      ​@@O5MO That's why they said "many" not "all"

    • @jasonlor9735
      @jasonlor9735 Год назад +3

      Garry's Mod works XD.

  • @Sleepy_Cabbage
    @Sleepy_Cabbage Год назад +3855

    the bounce command is likely related to the bumper car minigame

  • @A7o36pr
    @A7o36pr Год назад +1034

    Someone should make a Halloween map that uses these to make the round just become more chaotic over time

    • @davidpettigians
      @davidpettigians Год назад +90

      Every minute or so a value gets randomly increased or decreased so that chaos is unleashed everywhere

    • @BeesechurgerProductions
      @BeesechurgerProductions Год назад +39

      Turn down friction, increase max velocity, set the air strafe value to something like a surf server and you've basically got Tribes: TF2 Edition. Build a map with high verticality and insane slopes all across it and just have everyone flying and trimping across the map.

    • @shimpleshequackutus
      @shimpleshequackutus Год назад +20

      friction to 0.1, bounce to 2 and you get human pinball

    • @philiphockenbury6563
      @philiphockenbury6563 Год назад +6

      Yes! Please!

    • @UH-60_Blackhawk
      @UH-60_Blackhawk Год назад +6

      @@shimpleshequackutus now i want someone to actually do this on a pinball map

  • @Marulauriu710
    @Marulauriu710 Год назад +453

    0:40 - Hard coding variables is usually an awful thing to do, it's literally the equivalent of duck tapping your car's engine hoping to get from A to B so it's not surprising they'd avoid such practices. Not having physics be tied to baked in variables but instead parameters that can be tweaked on the go makes it so much easier, faster and cleaner to play test or implement wacky things like the banana in Mannhattan.
    7:59 As for the bounce command, it might be applied and used when the player is driving a halloween bumper kart

    • @rompevuevitos222
      @rompevuevitos222 Год назад +35

      It may be less performant tho. It means the code must access this variable every time it does any operation involving it.
      And when you can have several objects doing so, it can get heavy.
      But then again, TF2 wasn't meant to have more than 32 players so it probably doesn't matter.

    • @sircalvin
      @sircalvin Год назад +4

      interestingly, the bounce cvar is in base source engine itself, not tf2. it can be used in every source game (unless a game intentionally removes it, but i dont know of any games that have.) so i doubt it was made specifically for bumper cars. tf2 likely uses it for bumper cars, but i am curious as to why it was added in the first place. maybe a dev was writing the code that stop you when you collide with an object and just decided on the spot to multiply it by a bounce cvar instead of a hardcoded 0 for no reason in particular

    • @TheDarkbogiTV
      @TheDarkbogiTV Год назад +3

      ​@@sircalvin I can only think of applications to use it for portal, perhaps there was an intend to do something similar to the bounce gel in portal 2 back in half life already

    • @dojelnotmyrealname4018
      @dojelnotmyrealname4018 Год назад

      @@rompevuevitos222 The thing is it has to access the variable whether it's hardcoded or not. It can't pull a 9.81 out of the aether, it must read it from somewhere. Whether that somewhere is changable doesn't matter, memory is memory. The only time it would make a difference is if these values change during operation, since then the change has to propagate, but that's not really a comparison either since hardcoded variables /can't/ change.

    • @rompevuevitos222
      @rompevuevitos222 Год назад +1

      @@dojelnotmyrealname4018 When i say hard coded i mean constants.
      A constant stays in the same spot in memory at all times.
      A variable is different (and comes from a different part of memory) for each instance that uses it (so every player has their own "speed" variable, but they all share the same "UP_DIRECTION" constant)
      Accessing constants is a bit faster in some cases as well (depending on the engine)

  • @kingacrisius
    @kingacrisius Год назад +932

    You should probably call it "backwards air strafe" since that's actually what it is

    • @generalkuros56
      @generalkuros56 Год назад +34

      I think it's a mario 64 reference since it's a glitch involving pressing s while jumping, so it's backward, and it's a long jump as well as being like the Mario stairs glitch

    • @-YELDAH
      @-YELDAH Год назад +39

      calling it BLJ would confuse it with ABH which is actually more like the mario BLJ than this is, this is just an air accelerate quirk that isn't even a bug because they don't have an intended way that negative numbers work anyway

    • @undvined
      @undvined Год назад +9

      Better idea: "backcelerating"

    • @-YELDAH
      @-YELDAH Год назад +9

      @@undvined accelerated backstrafing could work, as that would also define its most likely usage with experienced players and therefore tutorials on the subject and its influence, all in one
      But these still do feel a bit clickbaity as they imply that this is tech that can be performed without significant server customisation... So maybe something like fast-surfing, which would imply the roots of surfing, known in the TF2 community as a server command only mode for maps

    • @kingacrisius
      @kingacrisius Год назад +2

      @@generalkuros56 I know, and that bears no resemblance to this so it doesn't make sense to call it that.

  • @Lykrast
    @Lykrast Год назад +309

    When you said "accelerate backwards" I was immediately like "oh yeah negative speed uncapped, just like those hl2 and sm64 speedruns!"

    • @MetaKaios
      @MetaKaios Год назад +7

      I thought of Big Rigs: Over the Road Racing.

    • @Porkey_Minch
      @Porkey_Minch Год назад +4

      @@MetaKaios A racing game with infinite backwards speed sounds _incredibly_ broken.

    • @Memer10157
      @Memer10157 Год назад

      @@Porkey_MinchBig Rigs is exceedingly broken. As far as I’m aware it was shipped whilst still in alpha, and only received one small post-launch patch. You can google a complete list of bugs, but the one relevant here is that there was no hardcoded backwards speed cap, the only speed cap being at 12.3 undecillion miles per hour (1.8341329 x 10^28 times the speed of light). This cap only exists because when you reach that speed the game considers you to be at every point on the map, so you instantly trip every checkpoint and win the race.

    • @chxrripop
      @chxrripop Год назад

      @@MetaKaios i think sv_stepsize fits more

    • @mewmew8932
      @mewmew8932 11 месяцев назад

      as is turns out, it is@@Porkey_Minch

  • @sorvenity
    @sorvenity Год назад +124

    i think the '' sv_bounce '' mechanic is for the halloween bumper cart since as shown, the bumper carts DO bounce back on collision with walls and such.

  • @jamxiety4672
    @jamxiety4672 Год назад +49

    I would love to see a server that randomizes these values every few minutes

  • @jmvt3
    @jmvt3 Год назад +35

    Breaking News: messing with physics makes weird stuff happen.

  • @purplehaze2358
    @purplehaze2358 Год назад +185

    I'm very glad that this doesn't work for casual, because like.. could you imagine infinite speed aimbots?

    • @ChannelAboutWarriors
      @ChannelAboutWarriors Год назад +6

      can't ads in the air

    • @wheeI
      @wheeI Год назад +10

      @@ChannelAboutWarriors actually, you can, just cant aim if you jumped

    • @patrickgardner2204
      @patrickgardner2204 Год назад +20

      ​@@ChannelAboutWarriorsbut imagine this with aim bot heavies.....truly a scary thought.

    • @Hungeryan
      @Hungeryan Год назад +22

      ​@@patrickgardner2204 Heavy is MiG-19 jet fighter

    • @mewmew8932
      @mewmew8932 11 месяцев назад

      jetpack joyride is now in tf2@@Hungeryan

  • @thephoenixfromoz
    @thephoenixfromoz Год назад +26

    I'm now imagining a heavy just flying across the map at the fastest speed possible, I am horrified.

  • @ethantheenigma5513
    @ethantheenigma5513 Год назад +34

    If I had to guess, sv_bounce might be related to the code that allows trimping to exist.
    In the original quake games (which source is ultimately based on and has the same behavior for trimping) there's a function to slide players along slopes and it takes a bounce value (called overbounce internally). Increasing overbounce will allow players to bounce off of surfaces as seen with using sv_bounce.
    Of course as others have said it might be related to the bumper car minigame but I wouldn't be surprised if that works using the exact same code path

    • @theapexsurvivor9538
      @theapexsurvivor9538 Год назад +1

      It's definitely either from adapting overbounce or just because bouncing by 0-0.0001 was easier than just stopping the player and fixing all the buggy interactions there...

    • @SnackPatrol
      @SnackPatrol 11 месяцев назад

      It has nothing to do with the bumper cars. The cvar dates back to Half-Life 2 and has been in Source games since forever with the same function, 10 years before Carnival of Carnage.

  • @NinetyUnderScore
    @NinetyUnderScore Год назад +51

    I think the bounce command may have been from the very early stages of development, believe it or not, bouncing when hitting a wall is actually slightly easier to code than stopping the player completely as most of the time if you stop the player they get stuck in some way.

    • @ssteel
      @ssteel Год назад +1

      It would've been more realistic too if people bounced. Something about newton's third law and actions having an opposite reaction. Though maybe not the exact same speed as when you collided with the wall. But having players bounce off the wall when they hit it at high speeds would have weird gameplay implications, altering how rocket jumping and trimping works. Realism isn't always better for games

    • @hundow3340
      @hundow3340 Год назад +6

      @@ssteel Jump into a wall rn and see if you bounce

  • @professorantasma6591
    @professorantasma6591 Год назад +4

    I'm no coder or server expert, but I can see I really fun "Rocket Jump Golf" ideas with the 0 value at 2:29. Give the teeing player an intel or some other way to mark location, then something to keep track of how many jumps they needed.

  • @ChucktheSpicyChicken
    @ChucktheSpicyChicken Год назад +167

    Gliches in TF2 have always seemed like a strange case to me

    • @theluciusone4127
      @theluciusone4127 Год назад +16

      He still hasn't done Australiums.

    • @LawreAnimations
      @LawreAnimations Год назад +18

      ​@@theluciusone4127 Australiums in TF2 have always seemed a strange case to me.

    • @ZAZUL11111
      @ZAZUL11111 Год назад +7

      @@LawreAnimationsstranges in tf2 have always seemed like an unusual case to me

    • @WaterZer0
      @WaterZer0 Год назад +2

      ...huh? The whole game is bugs. They call em features.

    • @LawreAnimations
      @LawreAnimations Год назад +1

      @@WaterZer0 wasn't it like that with rocket jumps too? I heard somewhere that players weren't intended to do super high jumps by damaging themself with explosions, but it seemed cool and they kept the physic.

  • @truth09
    @truth09 Год назад +201

    Can we appreciate all guys that DONT report glitches and miss free unusual.
    And why not to appreciate all guys that explained for which type of glitches are viable for being "Valve size glitches".

    • @luleta1644
      @luleta1644 Год назад +104

      they wont give u an unusual for this kind of glitch lmao.
      the glitches that valve gave unusuals for where ones that affected the economy or where a security risk.

    • @jaderabbit898
      @jaderabbit898 Год назад +41

      @@luleta1644 Basically, they only matter if money is affected.

    • @sebastianherrera6514
      @sebastianherrera6514 Год назад +29

      @@jaderabbit898 correct, now consume

    • @luleta1644
      @luleta1644 Год назад +22

      @@jaderabbit898 any dingdong can report a tf2 glitch.
      if u find a security risk, thats serious business, u can literally make money by exploiting it.
      if ur such a white hat hacker that u report it instead of taking advantage of it. it makes sense theyd want to show gratitude.

    • @SireForseti
      @SireForseti Год назад +31

      it's not a glitch, it's just changing server variables

  • @DominG0S_OS
    @DominG0S_OS Год назад +4

    7:30 this happens because the game registers that you're on a position that you shouldn't be, so it teleports you just above the surface, because you setted a negative number, this means you were teleporting downards, instead of up, wich triggers this failsafe

  • @gidi3044
    @gidi3044 Год назад +24

    this is going to be interesting for community maps since vscript can actually change these variables

    • @seronymus
      @seronymus Год назад

      Take notes VSH devs!

    • @gidi3044
      @gidi3044 Год назад

      @@seronymus what do you mean with that

    • @gidi3044
      @gidi3044 Год назад +1

      the issues vsh had in casual were because casual itself is setting some variables that just break everything when combined with a custom gamemode

    • @seronymus
      @seronymus Год назад

      @@gidi3044 I want sv_bounce fun stuff, simple as

  • @defiik
    @defiik Год назад +3

    bro, you can't claim infinite speed glitch when you mess with physics values

  • @General_Cap
    @General_Cap Год назад +1

    Surf venice uses this mechanic as a bonus reward for completing a challenge area of the map. When you complete that section, you can take this jank air control mechanic anywhere in the world and ramp off any minor slope to get massive air time.

  • @sanspapyrus2932
    @sanspapyrus2932 Год назад +12

    Omg imagine the maps with SV bounce and no friction that be such a fun race map

  • @Isburm
    @Isburm Год назад +9

    I think the "sv_bounce" is because there's a little bit of collision in some superfices that trows you backwards if you go on high speeds, but the value would be really low for it to not be noticeable

  • @Micha-Hil
    @Micha-Hil Год назад +8

    Actually I've tried this once before. I set my airacceleration to -10 and pressed W to see what would happen and I went backwards. Was absolutely gobsmacked when you tried it out in game.

  • @StitchPen
    @StitchPen Год назад +8

    I think labelling these as "glitches" isn't really accurate. "Completely breaking the ordinary limits of the Source Engine through manipulating pre-placed values to such an extent that the game becomes borderline unplayable" seems like a better description.

    • @goobre13
      @goobre13 3 месяца назад

      exploits

  • @sebbes333
    @sebbes333 Год назад +4

    5:32 FUN GAME MECHANIC?
    It would be interesting to play on a server where *sv_maxvelocity* changes continuously (eg. sine curve? Saw tooth curve?) between default value (3500) & zero (0), eg. 1 cycle per minute?
    You play, jump around, trying to hit other players, when the projectiles goes increasingly slowly, and even stopping completely, and (suddenly) all projectiles start moving again, and you try to dodge several rockets or whatever coming your way.

  • @TryHardCentral
    @TryHardCentral Месяц назад +1

    Also airaccelerate set super high is required for bhop servers. With high air accelerate there is a whole new skill ceiling in strafing as it takes literal years of practice to get very very good speed gains on different speeds when strafing

  • @Gee25
    @Gee25 Год назад +2

    I've known about this for many years. It has been known in CS 1.6 KZ community for many years.

  • @ashnambers
    @ashnambers Год назад +2

    I wouldn't really classify this as a glitch or even a bug at all. Its not like they ever try to prevent you from putting it to a negative value and you aren't doing anything unintended in the engine. This is legit, working as intended lol

    • @-YELDAH
      @-YELDAH Год назад +1

      it's a side affect of values that have no reason to be used, it would only be a bug if negative numbers were supposed to do something else lol
      you could maybe call it an exploit, but despite not requiring sv_cheats it is still server side, so nothing can be gained from exploiting it as this TF2 is server only (i will try the other TF2 for campaign exploits lol, i assume it will be locked behind sv_cheats, it allows you to slide all over the place, surprisingly controllable)

    • @ashnambers
      @ashnambers Год назад

      @@-YELDAH I think an exploit would require you to be exploiting something to gain an advantage(which would be impossible bc like you said it's all server sided and applied to all players) . This its just an engine feature, doesn't need to be labeled more lol

    • @-YELDAH
      @-YELDAH Год назад +1

      @@ashnambers yep, just trying to think of a compromise because I know just like Titanfall 2 the community is gonna want some kind of blanket term for it when talking about server mods

  • @Awesomeness-iz3dh
    @Awesomeness-iz3dh Год назад +8

    Could probably have done with a flashing lights warning for the negative max acceleration part.

  • @L4dy_Kum
    @L4dy_Kum Год назад +2

    > Heard can't use in casual.
    > Closed the video.

  • @uwize5897
    @uwize5897 Год назад +1

    the 5 years without a major update jump

  • @JouvaMoufette
    @JouvaMoufette Год назад +3

    You can also modify damage to be negative and it heals. This includes damage from sentries (which will now pull you towards it) AND sappers (which overheals the buildings). Or, use a plugin to add attribues to weapons to do negative damage, and thus heal the target and pull them towards you.

  • @rahulgomes6488
    @rahulgomes6488 Год назад +12

    id love to see a community server with some of these crazy commands
    would be so fun

    • @JouvaMoufette
      @JouvaMoufette Год назад +1

      I used to run a server that did mess around with some of these kinds of variables, some of which aren't easily accessible even with the console, but rather require a server plugin to modify it for you. It was very fun. You'd be surprised at some of the things you can do

    • @seronymus
      @seronymus Год назад

      ​@@JouvaMoufettewhich plug-in did you use?also how much did server cost

    • @JouvaMoufette
      @JouvaMoufette Год назад +1

      @@seronymus I made it myself but it's not public. It's a little out of date though.
      The server cost was different for me than it would be for others, since I used a virtual machine to host it and a web server, and I have full access to the Linux command line when I did it.

  • @IttarraOda
    @IttarraOda Год назад +3

    I was DESPARATELY hoping you'd show a Demo charge with that bounce mechanic. But that actually gives me an idea if someone could make a TF2 pinball map with it.

  • @bonzairob
    @bonzairob Год назад +2

    6:20 probably the negative max speed projectiles are all pointing at (or away from) 0,0,0 in the map's coordinates

  • @kingcactus5883
    @kingcactus5883 Год назад +2

    we finally found solarlight's secret to trimping

  • @Firerise9402
    @Firerise9402 Год назад +2

    I think I know exactly why the stepsize command does that. It relies on integer rollover. When the game tries to calculate where to put you on a step, it does two things:
    A: see how high up the step is from your position
    and B: make sure that moving that high wouldn't get you stuck, and test other amounts of height to try and move you there without getting stuck.
    This means that whenever you try to walk up anything the came considers a "step" the game tests how high up it is. By subtracting from your position until it gets to the step. So it goes to the negative integer limit and back until it finally hits the step. At this point, depending on how low the value is and how high the step is, the place it will find the step at will get you stuck, so it goes back up (which means adding to the value that was subtracted from initially) until you won't get stuck, creating the midair teleports you experienced. There may also be some floating point precision in play, but I'm not sure about that.
    Feel free to correct me if I'm wrong, I probably was wrong on at least one thing.

  • @wj11jam78
    @wj11jam78 Год назад +3

    I don't think this is a glitch. This is exactly how I'd expect this value to work at negative values. It's definitely interesting though.

  • @plTuhg
    @plTuhg Год назад +7

    Thats just scout but he got steroids

  • @bobphilip5103
    @bobphilip5103 Год назад +1

    7:52 for the reversed stairs its probably that since you try to clip into the ground, and source does not like that, it pushes you out but also gives a bit of speed in doing so, making it "bouncy"

  • @warhawk638
    @warhawk638 Год назад +3

    These variables would make such good chaos servers. Like if a point is captured, the variables change drastically.

  • @monabuu
    @monabuu Год назад +5

    8:34 Did a chihuahua sneeze?

  • @RuneKillerz109
    @RuneKillerz109 Год назад +1

    With negative step height the game puts you into the stairs then checks for collision. As you are inside the stairs you also collide with it. The game now starts to "randomly" position you outside of that collision box which in this case results in you being teleported a bit above the stairs. It's basically just a failsave for getting stuck that happens. Hope that explains it.

  • @StickMaster500
    @StickMaster500 Год назад +1

    Loving the direction they're taking Cars 4

    • @mirabile1221
      @mirabile1221 Год назад +1

      truly beautiful art direction my homie

  • @F15_C
    @F15_C Год назад +2

    5:02 C-moon moment

  • @robuxyyyyyyyyyy4708
    @robuxyyyyyyyyyy4708 Год назад +3

    6:48 Soldier tf2 had a seizure

  • @kokioen
    @kokioen Год назад +1

    Back in middle school, we used to play a game mode we called matrix mode in css, and I also think we did it in 1.6, although it might not be the case. We would set the gravity to a low number, between 50-300, set air accelerate to -10 in a deathmatch map. It was pretty fun zooming around, trying to hit each other at ridiculous speeds. This video brought up a delightful memory, thanks for that

  • @Aelfraed26
    @Aelfraed26 Год назад +2

    Negative friction used to work in old source games. I remember enabling noclip, setting friction to a negative number and simply by tapping forward once my character would reach an insane speed so fast that it would crash the game in a few seconds due to flying so far away into the void outside the map.

  • @Far.Stall.
    @Far.Stall. Год назад +4

    I would argue to say that this isn't a glitch

  • @RicePanda
    @RicePanda Год назад +2

    1:37 Titanfall and Apex tap strafing

  • @joebert_
    @joebert_ Год назад +7

    id love bouncy house versions of maps with the bounce command, that'd make a great halloween map or something

    • @773Spair
      @773Spair Год назад

      I would limit it to diagonal surfaces =< 45* and horizontal surfaces.

  • @Felix-ve9hs
    @Felix-ve9hs Год назад +2

    8:39 maybe the halloween carts are using this bounce mechanic?

  • @eggpling
    @eggpling Год назад +3

    Am I the only one who thinks this isn’t a glitch? It sounds like the airaccelerate variable is working as intended, and this is more of an odd quirk of how the variable is used.

  • @danikvelocity3120
    @danikvelocity3120 Год назад +4

    This reminds me of the Bunny Hopping technique you can do in Team Fortress Classic.

  • @adamshea2245
    @adamshea2245 Год назад +3

    8:15 the bounce thing, isn't that the bumper cars thing?

  • @crazybunnyproductions7287
    @crazybunnyproductions7287 Год назад +2

    Negative friction in Gmod works as advertised, snowballing even the slightest movement into warp speed

  • @Cloud_Seeker
    @Cloud_Seeker Год назад +2

    SV_Bounce doesn't sound like a strange mechanic. It sounds like the mechanic that prevents you from being stuck in walls, and have existed for a long time. Back in the old Super Mario games it was even advertised as a "wall jump" mechanic even if it wasn't one.
    Basically. If you run into a wall and the hitboxes touches the hitbox of the wall. The Bounce effect will bounce you out of the walls hitbox so you don't get stuck. That is most likely why you bounce more the faster you go. If you are faster you will travel into the walls hitbox more and therefore need to be bounced out more.

    • @Spunney
      @Spunney Год назад +2

      I don't mean to be rude but just about everything said in this post is wrong
      SV_Bounce wouldn't do anything to get you unstuck in walls. Super Mario Bros. did not have any mechanic which bounced you off of walls. The "wall-jump" bug was a bug and not a mechanic, and is incredibly specific exploit which involved precise subpixel positioning (subpixel is a term to describe a difference in position so small that it doesn't visibly move a character) when jumping into a wall which would clip mario into the wall, standing on the block for a single frame, jumping again before a fail-safe mechanism pushed you back out. It is important to understand that the failsafe for pushing mario out of walls has nothing to do with "bouncing", it simply continuously moves mario until they stuck anymore and distinctly doesn't activate unless mario is actively inside of a wall. The (seemingly?) unused bounce mechanic shown in this video is a literal bounce mechanic, in that hitting a wall spits some of your velocity in a parallel direction, hence "bouncing", and is the entire reason for why if you have more speed running into it, you bounce further back. For the same reason if you chucked a bouncing ball at the side of the wall, it would come back much faster than if you lightly tossed it at a wall.
      I apologize if this comes off as demeaning or anything, just thought I had to correct this >_>

  • @blubullie4850
    @blubullie4850 Год назад +5

    The console command sv_bounce looks like it was meant to be used for the blue Portal Repulsion Gel. It looks like they intended to add a Portal themed map, but got distracted developing something else back when Portal 2 released.

    • @theapexsurvivor9538
      @theapexsurvivor9538 Год назад

      I mean, it's all the same game engine. Even CS:GO has sv_bounce.

    • @forple8930
      @forple8930 Год назад +1

      @@theapexsurvivor9538 It even exists in the Beta HL2. Probably exists in Goldsource/HL1 as well.

    • @theapexsurvivor9538
      @theapexsurvivor9538 Год назад

      @@forple8930 yeah, someone else mentioned that it's probably the same as the overbounce variable in Quake, which is what source was based on. It's probably just a dev shortcut for stopping the player without accidentally freezing them in place or clipping them through the terrain.

  • @isakvesterlund4506
    @isakvesterlund4506 Год назад +4

    Please Put a Seízure warning on this video, i got epilepsy and the 7:00 part gave me an extreme headache. Thanks for understanding.

  • @TeaSlurp_SDH
    @TeaSlurp_SDH Год назад +1

    Sv_bounce looks so cartoony and funny for me.

  • @CherryBlossom-mh6vv
    @CherryBlossom-mh6vv Год назад +4

    0:34 so you saying speed glitches have always been a strange case to you?

  • @Googagiga
    @Googagiga Год назад +1

    Bro found interloper irl

  • @canned-confusion7950
    @canned-confusion7950 Год назад +1

    Soneone should make a server with this

  • @skifity
    @skifity Год назад +3

    Scouts: wanna see me do it again

  • @wait_wha
    @wait_wha Год назад +1

    Really cool stuff to use on servers

  • @deepfriedteeth
    @deepfriedteeth Год назад +3

    6:32 You really should put an epilepsy warning here onward.

  • @Mixeriiiiiing
    @Mixeriiiiiing Год назад +1

    While many people say that sv_bounce was used for the bumper minigame, i personally think that it might've been a side effect of the fact that both portal and tf2 were made on the same engine, with valve already having the concepts for the repulsion gel but never really implementing it until portal 2 came around, so they just probably let the command stay

    • @knyt0
      @knyt0 Год назад

      you can easily test that theory by checking if the command is in an older version of source (half life 2004)

  • @incoherentbabbler4636
    @incoherentbabbler4636 Год назад +3

    I wonder if Portal 2 uses sv_bounce for the repulsion gel that gets introduced halfway through the game.

    • @theluciusone4127
      @theluciusone4127 Год назад +4

      Probably. Scans your velocity and if you're touching Repulsion Gel, then sets SV_Bounce accordingly.

  • @Spunney
    @Spunney Год назад +1

    I don't think I'd really call it a glitch because the function *is* working as intended. This wouldn't be something the developers fix even if they cared because nothing is broken. The game has a value used to determine how much of their airborne velocity they can redirect, it only makes sense that making this number negative adds speed when air-strafing.
    It really isn't any fundamentally different than if I changed some variable, meant to control the price of something in a game, to a negative value, causing any purchase of the item give the player money. The resulting behavior is not a bug, everything is working exactly how it should be working under the circumstances.

  • @BigGhoul53425
    @BigGhoul53425 Год назад +3

    I mean this is cool but kinda what you’d expect from entering numbers that wouldn’t normally be there. Cool thing anyways tho

  • @LegitamateToaster
    @LegitamateToaster Год назад +2

    I would say this is not a glitch because it's something you have to change the rules of the game to get too, like no clip or the spawn commands, you need to change the rules from default :3

  • @UberSpah
    @UberSpah Год назад +1

    I heard of even crazier glitches, but that glitch is the craziest one that I never heard of.

  • @ghost_ship_supreme
    @ghost_ship_supreme Год назад +1

    7:40 what’s possibly happening is you’re clipping DOWNWARDS into the slopes/stairs. This makes you stuck. The game doesn’t like when you’re stuck and will immediately try to unstick you. Possibly by always putting you upwards first? But this is just a guess.

  • @ThePowerofCutleries
    @ThePowerofCutleries Год назад +1

    Given the nature of this video, I am genuinely shocked this wasn't uploaded by Shounic. Hearing Blue's voice legitimately gave me whiplash.

  • @krinklehinkle
    @krinklehinkle Год назад

    one shudders to imagine what inhuman commands lie behind this game…

  • @patrickgardner2204
    @patrickgardner2204 Год назад +1

    Someone needs to send this to shonic to make a gamemode for.
    Also, i feel like sv_bounce could be a fun merasmus spell

  • @BlonsTheMap
    @BlonsTheMap Год назад +2

    Someone should make a community server with these.

  • @C.A._Old
    @C.A._Old Год назад +1

    holy sh*ts 14 years....

  • @firehornetgamer2698
    @firehornetgamer2698 Год назад +1

    I got a name for the backwards long jump mechanic:
    Jim

  • @phtto
    @phtto Год назад +19

    I would say the SV_Bounce would be used for the bumper car minigame

  • @K-C-D-A
    @K-C-D-A Год назад +2

    Probably should've given a seizure warning before THAT part of the video...

  • @toast_recon
    @toast_recon Год назад +2

    "if you break tf2 physics by modifying your server then you can perform this glitch"
    doesn't really seem to be a glitch, then

  • @snipperjoey1151
    @snipperjoey1151 Год назад +3

    This... Isn't a glitch though? You changed the physics and the game reacted accordingly, that's just how code works. This is the equivalent of lowering the gravity and going "SUPER JUMP GLITCH?!?!?!"
    This video's a fun and interesting overview of TF2's physics variables but the framework of these being glitches is silly.

  • @evanwickstrom5698
    @evanwickstrom5698 Год назад +1

    Great Blue, no idea if you’ll see this, but I can actually explain why capping projectile movement speed causes things to skew away from the crosshairs. I’ve seen this behavior before in other game engines, and what’s most likely happening is the engine is capping the X, Y, and Z components of the velocity vector rather than the magnitude of the vector as a whole. So what tends to happen is the larger components of the vector get trimmed down to the cap, but the smaller ones stay untouched, effectively biasing all projectiles towards 45 degree trajectories away from each cardinal direction. If you multiplied basic projectile velocities while lowering the speed limit to meet halfway, you’d eventually wind up with a weird scenario where every projectile fired instantly snaps to one of eight trajectories that are mathematically equidistant from the cardinal directions.

    • @evanwickstrom5698
      @evanwickstrom5698 Год назад +1

      To add to this - I’ve also seen the “rewinding” behavior from bad drag calculations. It’s most likely not a failsafe, but simply negative movement being applied over and over again, which leads to the projectile basically snapping back and forth as it accelerates backwards over and over again… but because “backwards” changes direction every time it moves, it effectively stays in one spot twitching back and forth.

  • @m4rt_
    @m4rt_ Год назад

    I think the negative step size is the game trying to move you into the ground, but it teleports you back up because you are inside the stairs.

  • @hughmann981
    @hughmann981 Год назад +1

    Nice that they added nukeboosting from ultrakill in the game

  • @YoshiEmblem
    @YoshiEmblem Год назад +2

    Hey, interesting video, but you really should've considered an epilepsy warning for around 7:00. I'm not even epileptic but it was close to giving me a headache.

  • @GewelReal
    @GewelReal Год назад +2

    0:56 damn I NEED that

  • @2Scarhand
    @2Scarhand Год назад +2

    The reverse long-jump reminds me of old-school bunny-hopping from Quake and TFC. It'd be interesting to see a server with these commands, ports of the old maps, and maybe plugins that bring back the old voices or w/e. Could be fun.
    As for bounce, people have mentioned bumper cars, but I wonder if it applies to objects and therefor is used by grenades. Maybe not, but it makes sense to me.

  • @GrindedGears
    @GrindedGears Год назад

    Many people mention the bumber car mechanic being a part of the SV_Bounce command so tried checking it out with the recent leaks, and it's true! If you look at the uncompiled merasmus map you can find logic inside it with the hammer tool and it doesnt affect it, but also enables collissions between all players compared to just the enemies, yet somehow you dont in the in-game minigame. Probally because its a semi-older version of the map

  • @linuxization4205
    @linuxization4205 Год назад +2

    A lot of the physics variables from TF2 actually originate from games before the Source engine, even before the GoldSrc engine!
    The GoldSrc engine was based off the Quake engine, which contained all of the mentioned physics variables, (sv_airaccelerate, sv_maxvelocity, sv_accelerate, sv_etc...) And since, it brought a lot of movement tech from the Quake engine to the Source engine, (rocket jumping, bunnyhopping, even surf) So the physics in Source was actually programmed in 1996, by John Carmack.

  • @felipedidio4698
    @felipedidio4698 Год назад

    negative bounce gives you massive forward speed, the diagonal surfaces of the wall redirect the speed to the side and, when there are two angled walls, your velocity is redirected backwards, looking like a normal bounce.

  • @EinDose
    @EinDose Год назад

    The talk about the many variables in Source just makes me think of a 'subtly wrong' server, where everything is tweaked _just enough_ to get weird without being immediately noticeable.

  • @MrDanTheCreative10Z9
    @MrDanTheCreative10Z9 Год назад +3

    1:06 as someone that loves to mess around with bots while using commands I d like to know where’s the list please

  • @Dasmaster1
    @Dasmaster1 Год назад

    Sv_bounce was really fun in Team fortress 1 where there was a minigolf map that used it. Basically, one player acted as the golfer and the other acted like the ball to form a team. The "ball" had the bounce command activated and low friction but basically no walking speed while the golfer was a sniper with high knockback. Put them in a map with a course ending in a hole with a teleport and you got yourself a minigolf map.

  • @MysticColorsAttack
    @MysticColorsAttack Год назад

    my guess for the step size one is that the game tries to push you down when you hit a step, but then realizes you're out of bounds and teleports you up

  • @EggZu_
    @EggZu_ Год назад

    saw you in disputed origins chat, very surreal crossover haha
    very interesting video I never heard of any of these commands

  • @danredebeer
    @danredebeer Год назад

    Titanfall 2 has some uses of the air accel to make slidehopping (respawn patched bhopping) work way more easily, and some servers also give you an incredibly weird slide where if you slide up something you gain immense amounts of speed

  • @whysocanadian1049
    @whysocanadian1049 Год назад

    i can see bounce being funny with the context of new rocket jumping soldiers in the server bouncing off of walls

  • @emeraldmann1329
    @emeraldmann1329 Год назад

    My guess is bounce is either some niche thing for a game mode no one plays, or a variable for a cut item