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.
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
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.
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
@@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
@@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.
@@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)
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
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 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
@@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.
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.
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
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...
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.
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.
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
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.
@@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.
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".
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 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.
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
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.
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
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.
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.
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.
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
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
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)
@@-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
@@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
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.
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 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.
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.
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.
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"
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.
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
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.
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.
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.
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 >_>
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.
@@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.
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
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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
Fun fact: this works in many *many* game engines, if you ever have access to the workings of any engine try this out!
BLJ moment
Not exactly, not every game engine has air strafing and wall bouncing.
I tired it in my godot 4 game and it actually works, pretty interesting
@@O5MO That's why they said "many" not "all"
Garry's Mod works XD.
the bounce command is likely related to the bumper car minigame
yeah thats what i was thinking
it reminds me of the repulsion gel from portal 2
Yeah was thinking that too
... so portal fortress?
Yeah, I was thinking the same thing
Someone should make a Halloween map that uses these to make the round just become more chaotic over time
Every minute or so a value gets randomly increased or decreased so that chaos is unleashed everywhere
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.
friction to 0.1, bounce to 2 and you get human pinball
Yes! Please!
@@shimpleshequackutus now i want someone to actually do this on a pinball map
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
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.
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
@@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
@@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.
@@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)
You should probably call it "backwards air strafe" since that's actually what it is
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
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
Better idea: "backcelerating"
@@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
@@generalkuros56 I know, and that bears no resemblance to this so it doesn't make sense to call it that.
When you said "accelerate backwards" I was immediately like "oh yeah negative speed uncapped, just like those hl2 and sm64 speedruns!"
I thought of Big Rigs: Over the Road Racing.
@@MetaKaios A racing game with infinite backwards speed sounds _incredibly_ broken.
@@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.
@@MetaKaios i think sv_stepsize fits more
as is turns out, it is@@Porkey_Minch
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.
I would love to see a server that randomizes these values every few minutes
gravity -200 and air acceleration at -20
Breaking News: messing with physics makes weird stuff happen.
I'm very glad that this doesn't work for casual, because like.. could you imagine infinite speed aimbots?
can't ads in the air
@@ChannelAboutWarriors actually, you can, just cant aim if you jumped
@@ChannelAboutWarriorsbut imagine this with aim bot heavies.....truly a scary thought.
@@patrickgardner2204 Heavy is MiG-19 jet fighter
jetpack joyride is now in tf2@@Hungeryan
I'm now imagining a heavy just flying across the map at the fastest speed possible, I am horrified.
Fat Scout but he really wants to kill you
Even worse: sniper.
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
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...
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.
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.
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
@@ssteel Jump into a wall rn and see if you bounce
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.
Gliches in TF2 have always seemed like a strange case to me
He still hasn't done Australiums.
@@theluciusone4127 Australiums in TF2 have always seemed a strange case to me.
@@LawreAnimationsstranges in tf2 have always seemed like an unusual case to me
...huh? The whole game is bugs. They call em features.
@@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.
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".
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.
@@luleta1644 Basically, they only matter if money is affected.
@@jaderabbit898 correct, now consume
@@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.
it's not a glitch, it's just changing server variables
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
this is going to be interesting for community maps since vscript can actually change these variables
Take notes VSH devs!
@@seronymus what do you mean with that
the issues vsh had in casual were because casual itself is setting some variables that just break everything when combined with a custom gamemode
@@gidi3044 I want sv_bounce fun stuff, simple as
bro, you can't claim infinite speed glitch when you mess with physics values
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.
Omg imagine the maps with SV bounce and no friction that be such a fun race map
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
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.
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.
exploits
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.
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
I've known about this for many years. It has been known in CS 1.6 KZ community for many years.
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
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)
@@-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
@@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
Could probably have done with a flashing lights warning for the negative max acceleration part.
> Heard can't use in casual.
> Closed the video.
the 5 years without a major update jump
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.
id love to see a community server with some of these crazy commands
would be so fun
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
@@JouvaMoufettewhich plug-in did you use?also how much did server cost
@@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.
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.
6:20 probably the negative max speed projectiles are all pointing at (or away from) 0,0,0 in the map's coordinates
we finally found solarlight's secret to trimping
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.
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.
Thats just scout but he got steroids
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"
These variables would make such good chaos servers. Like if a point is captured, the variables change drastically.
8:34 Did a chihuahua sneeze?
Yes
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.
Loving the direction they're taking Cars 4
truly beautiful art direction my homie
5:02 C-moon moment
6:48 Soldier tf2 had a seizure
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
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.
I would argue to say that this isn't a glitch
1:37 Titanfall and Apex tap strafing
id love bouncy house versions of maps with the bounce command, that'd make a great halloween map or something
I would limit it to diagonal surfaces =< 45* and horizontal surfaces.
8:39 maybe the halloween carts are using this bounce mechanic?
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.
This reminds me of the Bunny Hopping technique you can do in Team Fortress Classic.
8:15 the bounce thing, isn't that the bumper cars thing?
Negative friction in Gmod works as advertised, snowballing even the slightest movement into warp speed
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.
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 >_>
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.
I mean, it's all the same game engine. Even CS:GO has sv_bounce.
@@theapexsurvivor9538 It even exists in the Beta HL2. Probably exists in Goldsource/HL1 as well.
@@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.
Please Put a Seízure warning on this video, i got epilepsy and the 7:00 part gave me an extreme headache. Thanks for understanding.
Sv_bounce looks so cartoony and funny for me.
0:34 so you saying speed glitches have always been a strange case to you?
Bro found interloper irl
Soneone should make a server with this
Scouts: wanna see me do it again
Really cool stuff to use on servers
6:32 You really should put an epilepsy warning here onward.
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
you can easily test that theory by checking if the command is in an older version of source (half life 2004)
I wonder if Portal 2 uses sv_bounce for the repulsion gel that gets introduced halfway through the game.
Probably. Scans your velocity and if you're touching Repulsion Gel, then sets SV_Bounce accordingly.
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.
I mean this is cool but kinda what you’d expect from entering numbers that wouldn’t normally be there. Cool thing anyways tho
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
I heard of even crazier glitches, but that glitch is the craziest one that I never heard of.
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.
Given the nature of this video, I am genuinely shocked this wasn't uploaded by Shounic. Hearing Blue's voice legitimately gave me whiplash.
one shudders to imagine what inhuman commands lie behind this game…
Someone needs to send this to shonic to make a gamemode for.
Also, i feel like sv_bounce could be a fun merasmus spell
Someone should make a community server with these.
holy sh*ts 14 years....
I got a name for the backwards long jump mechanic:
Jim
Bruh 🤣
I would say the SV_Bounce would be used for the bumper car minigame
same
Probably should've given a seizure warning before THAT part of the video...
"if you break tf2 physics by modifying your server then you can perform this glitch"
doesn't really seem to be a glitch, then
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.
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.
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.
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.
Nice that they added nukeboosting from ultrakill in the game
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.
0:56 damn I NEED that
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.
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
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.
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.
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.
1:06 as someone that loves to mess around with bots while using commands I d like to know where’s the list please
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.
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
saw you in disputed origins chat, very surreal crossover haha
very interesting video I never heard of any of these commands
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
i can see bounce being funny with the context of new rocket jumping soldiers in the server bouncing off of walls
My guess is bounce is either some niche thing for a game mode no one plays, or a variable for a cut item