TF2's Movement is a Buggy Mess

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  • Опубликовано: 26 янв 2025

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  • @htwo1
    @htwo1  Год назад +474

    Forgot to put ildprut's movement doc in the description at first but its there now go look at it!

    • @C.A._Old
      @C.A._Old Год назад +6

      *i wounder about 2007 version. and 2006 version. because 2007 version. when you try rocket jump. you can bunnyhop it too. Rare Great Fact.*

    • @GeneralZimmer
      @GeneralZimmer Год назад +4

      Ildprut is 2 Danish (I'm assuming) words combined which are fire and fart. That should explain his profile picture. And the Danish pronunciation is nothing like how you did in the video.

    • @anarch0possum
      @anarch0possum Год назад +1

      this document is something that ive hoped exists for a while now, you and ildprut have just saved me a massive amount of reading source code by myself. big thanks

    • @fnutek3720
      @fnutek3720 Год назад +2

      Shush and come dmix

    • @acegriddles3559
      @acegriddles3559 Год назад +1

      Love this video. Ok some vsh custom maps they have a cone that you can also get stuck in by just shoving it with a sticky into yourself and you can do the same thing with the trampoline and flame thrower

  • @skinnybuggo
    @skinnybuggo Год назад +2642

    Hitbox's buggy
    Weight aint heavy
    There's jank in his movement already, source's spaghetti

    • @billybobjoephilcorncobtiptopge
      @billybobjoephilcorncobtiptopge Год назад +125

      my clips are sweaty

    • @karlsundkvist6603
      @karlsundkvist6603 Год назад +18

      yer funny lad

    • @skinnybuggo
      @skinnybuggo Год назад +15

      @@jojobod i had some ideas in mind for the first line but i didnt like any of em much, i like "clips are sweaty" from the first guy though

    • @cranker7777
      @cranker7777 Год назад +2

      Was listening to meat grinder and read this 😭

    • @rsho3472
      @rsho3472 Год назад +3

      ULTRAKILL OST MENTIONED!!!!!!!!!!!🔥🔥🔥🔥🔥🔥🔥 WHAT THE FUCK IS AN NON COHESSIVE SONG WITH THE ENVIRONMENT OR THE BOSS IN QUESTION!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥

  • @gianmiguel5796
    @gianmiguel5796 Год назад +752

    The idea that soldier crouches to lessen his weight in order to effectively rocket jump at peak height is genuinely funny to me

    • @spartanwar1185
      @spartanwar1185 11 месяцев назад +126

      It LITERALLY sounds like his own logic, doesn't it?
      As if he's explaining how he would do this in a real life setting

    • @I-Stole-Your-Toast700
      @I-Stole-Your-Toast700 10 месяцев назад +68

      *soldier laugh* "You see heavy, I crouch before jumping with my rockets to reduce my weight!"
      "it dont work like that"
      "Yes it do"

    • @reinorgaming2179
      @reinorgaming2179 8 месяцев назад +12

      Sounds like a gag from an old tf2 comic

    • @nataliaborys1554
      @nataliaborys1554 4 месяца назад +11

      ​@@I-Stole-Your-Toast700 I imagine him having the forbidden knowledge of source spaghetti quirks, but everyone thinks it's just another facet of his insanity.

    • @nameless......................
      @nameless...................... 2 месяца назад +2

      tf2's universe is wacky enough for it to be canon, same with the loch n load being a double barrel and firing out of the top barrel when demo loads 3 grenades into the bottom barrel being because demoman is drunk

  • @thelemonsheep7257
    @thelemonsheep7257 Год назад +417

    there is enough spaghetti in this video to solve world hunger

  • @Stoomer_
    @Stoomer_ Год назад +2236

    After 9 years in development, hopefully, it will have been worth the wait.

  • @DEWILL
    @DEWILL Год назад +57

    Holy shit, this has to be the best explanation video for TF2 movement in the internet so far.
    Seriously, despite playing this game for a decade, I never knew that making bounding box smaller by crouching makes you weigh less. And that's the reason why CTap was possible? Jesus, unreal.

  • @sliferjam
    @sliferjam Год назад +646

    I thought the center of your bounding box being closer to the explosion amplifies how much damage and knockback you take from it, which is why ctapping works. Not because you actually weigh less when the box is smaller. Getting miniaturized by a spell or server plugins also lets the center of your bounding box get much closer to explosions and lets you get a lot of distance from rocket or sticky jumping.

    • @fredjump8107
      @fredjump8107 Год назад +132

      both the centre of your bbox being closer to an explosion and your character weighing less have an effect on the knockback

    • @iHateHandlesGetRidOfThis
      @iHateHandlesGetRidOfThis Год назад +13

      I've been under the interpretation that the center of the bounding box doesn't have anything to do with it, because in the context that it does, what is the caber's problem? It doesn't do directional knockback like other weapons only shooting you straight up (implying the explosion is more central), and does max damage if you hit somebody in the foot with it

    • @Jazztral
      @Jazztral Год назад +8

      I was under the impression it was because, while being in a crouching animation, gravity is set to 0 for like 1 tick or frame. That’s how max height crouchjumps work, but I guess the Ctap is as he said.

    • @abstractbeholdings1030
      @abstractbeholdings1030 Год назад +3

      @ id assume that the devs made an exception or added specific code for it otherwise all other melees would have similar effects.
      my guess and assumption

    • @enzoaugusto1577
      @enzoaugusto1577 Год назад +6

      But he said that in the video

  • @pux0rb
    @pux0rb Год назад +270

    Ah, its finally been explained. As a map maker, I often find myself getting stuck on the edges of slopes that I have made out of clip brushes that are supposed to be there to *prevent* that sort of thing from happening, whether vertically or horizontally. And whenever it happens I can never recreate it! I've been playing the game for 11 years now so my movement is so intuitive that I don't even think about what I'm doing anymore, but now that I know all I have to do is spam a and d, this should help a lot. I think the easiest way to fix this on maps now is just to have the "tip" of an angled clip brush go inside the wall 1hu.

    • @Spyking18
      @Spyking18 5 месяцев назад +3

      Exactly this fix. Don’t make your slopes flush, embed them in the wall by a little bit

  • @CreemSmile
    @CreemSmile Год назад +41

    Why do I recognise that thumbnail...

    • @Sprudvig
      @Sprudvig 9 месяцев назад +9

      Its 3 boxes with white text...

    • @junjdev
      @junjdev 8 месяцев назад +3

      seems familiar

    • @ossiewaztheguy
      @ossiewaztheguy 6 месяцев назад

      idk

    • @Ryoogah1
      @Ryoogah1 3 месяца назад +1

      Is it weird that I do too.

    • @noonespecial270
      @noonespecial270 2 месяца назад +2

      NOOB VS PRO VS HACKER MINECRAFT BUILDING CONTEST

  • @baconandx1858
    @baconandx1858 Год назад +98

    I think one reason why there is a very small gap between the player and the wall in Source was mentioned in a video where some devs of half-life 2 watched a modern speed run of it. One of the dev’s mentioned while developing the engine that one bug they ran into with calculating the players movement was if a player kept walking into a wall, you’d end up building up momentum incredibly quick before dying from impact by the games calculations and all the velocity you built up.
    Some form of it is still in Half-Life 2 where at the start of the game with the moving train you run across. You get pushed across by a trigger to the other side safely once, but if you get back on the train again with no push trigger now you’ll stand there for a few seconds and get crushed from the train pushing you into the wall while building up your velocity.

    • @itch433
      @itch433 Год назад +12

      I don't have any insight on source case specifically, but him saying that the concept of keeping a small gap between the collision bodies in a physics engine is dated sounds like gibberish. People are so hasty to explain any technical weirdness in tf2 as an "old games thing", but it still works the same in modern games, like how you specify a "skin width" on a character controller in unity, it's the same thing.
      It's just an efficient way to make sure the objects aren't intersecting due to a floating point error and nothing has changed in the way floats are stored in memory since half life.

    • @baconandx1858
      @baconandx1858 Год назад +5

      @@itch433 Yeah many devs still use very hacky stuff to keep things working. On a Stalker video it was mentioned where if they don’t add Demon Sidorovich into a level in the beta then the game would break and cause crashes, and some modern indie devs do this still.

    • @Elenrai
      @Elenrai Год назад +2

      @@baconandx1858I had a friend do some stuff in htlm about 17 years ago, we had an issue and instead of finding the fuckup, we just decided to copy an older template that worked and manually adapt it by pasting in code from the broken template line by line
      The internet is held together by literal bandaid solutions that constantly break in new ways and I love how it defines humanity

    • @aloedg3191
      @aloedg3191 10 месяцев назад

      that happened in the og doom games

    • @GroovThe
      @GroovThe 6 месяцев назад

      ​@@itch433 yeah, with the amount of hand-wavy claims, skipping over "boring details," and "trust me"s, it sounds like OP has no idea how some of these work...

  • @inakilbss
    @inakilbss Год назад +194

    back when teletraps were possible on slopes it was way easier to do stuck launches, just get into your own trap and destroy the entrance when you had enough speed

    • @StilvurBee
      @StilvurBee Год назад +10

      i remember doing that on cp_orange all the time, lots of fun

    • @rachelslur8729
      @rachelslur8729 Год назад +3

      tele traps are no longer possible ? i thought they were still possible

    • @엘마-n7f
      @엘마-n7f Год назад +2

      ​@@rachelslur8729tele destroys itself when players stuck at it

    • @shinobuoshino5066
      @shinobuoshino5066 Год назад +2

      @@엘마-n7f would be a problem if someone found a bug that lets you to get stuck at your engineers teleporter in a way that destroys it to troll your own team or maybe for even a spy to silenly destroy a teleporter without a sapper or decloaking...

    • @unr34L-
      @unr34L- Год назад

      @@StilvurBee:(

  • @Horizon-main
    @Horizon-main 26 дней назад +3

    1:38 That medic deserves a gold pan for that shot

  • @Vexadros
    @Vexadros Год назад +58

    It's really crazy to see the work I did several years ago for pixel surfs still being somewhat relevant, you did a great job explaining how specific they are.

  • @fraggadocious
    @fraggadocious Год назад +43

    the video shown at 29:12 is my video, and its kind of crazy the same one was shown in both yours and elmaxo's video on spy haha
    Kind of wish i was asked beforehand or at least credited in the description but still cool to see

    • @Sporkyz74
      @Sporkyz74 10 месяцев назад +5

      Seems like you've been added to the description now :)

  • @FrostyBoiGrim
    @FrostyBoiGrim Год назад +41

    Me and some trade minecraft buddies ended up finding that trampoline bug a few months back and nicknamed it the "trade minecraft space program". Its possible in neonheights by using a team taunt to jam someone in the enemy teams respawn room visualizer, and possible in realms by jamming yourself into a wall or floor using the minecarts.
    Very cool to see theres spots in official maps that support their own space program!

  • @nataliaborys1554
    @nataliaborys1554 4 месяца назад +4

    28:27 - You've heard of Trolldier, but now get ready for Trollspy

  • @Pakadork
    @Pakadork Год назад +37

    This is like the highest level tf2 video Ive ever seen. Excellent not only for the showcase but your explanations. I had no idea there was actual technique to some of these bugs. I thought a lot of the wall bugs were luck. 10/10

  • @shakeztf
    @shakeztf Год назад +19

    the fact that you demonstrated something on jump_demonstrationman is funny

  • @kunefe6568
    @kunefe6568 Год назад +3

    Thank you, you put a new pov to my tf2 knowledge appreciated

  • @purplehaze2358
    @purplehaze2358 Год назад +17

    Man, if I knew that weight loss was as simple as just crouching, I would've done it more often.

  • @qfromstartrek
    @qfromstartrek Год назад +13

    Thank you for making this video! I remember a while back I was trying to find resources on jumpbugs and texturebugs and there wasn't anything useful. But no longer!

  • @KingKrouch
    @KingKrouch Год назад +28

    The Linux bug seems similar to how TF2 servers give you a different amount of ammo on Linux servers. If I can recall, that was because of some C++ functionalities in GCC (a C++ compiler for Linux or some Windows binaries through something like MinGW) handling floating point numbers or math a bit differently.

    • @asj3419
      @asj3419 Год назад +3

      It's kind of horrifying that the the compilation is os-dependent given that usually this game has a game server on Linux talking to game clients ON WINDOWS. How does this game even work when the client and server keeps disagreeing on basic maths?

    • @agrastiOs
      @agrastiOs Год назад +6

      Not HP, ammo. And honestly Linux servers are the standard, Windows servers have stuff that isn't the way it should be. All Valve servers are on Linux.

    • @KingKrouch
      @KingKrouch Год назад +1

      @@agrastiOs thanks for the correction. Will update my comment.

    • @terradoom8503
      @terradoom8503 Год назад

      ​@@asj3419compilation being OS dependent is kinda just the reality of compilers, though in this case I assume they probably don't compile with the options for maximum float compliance or whatever, causing the compilers to slightly change how they choose to order stuff. Things like fused multiply-add could also (in theory, haven't read up) have different accuracy implications at like the 10th decimal place or something, and some compilers might use them and others not.

    • @asj3419
      @asj3419 Год назад

      @@terradoom8503 Apparently there are multiple floating point instructions that compute to different precisions, and that's how the healthpack bug happens (shounic did a video on it). I know that it's practically unavoidable but physics really should be fully consistent and deterministic if the game is multiplayer like this. The question really is how the hell one would do such a thing.

  • @madnessmyth
    @madnessmyth Год назад +8

    27:55, "All you need is a friend, and something to get stuck inside of" Bro??? 0.o

  • @yahdo
    @yahdo 7 месяцев назад +3

    I finally understand how the out of bounds exploits I used to do as a teen in vanilla TF2 work 16 years later. Thank you 😭
    THE WIGGLE at Gravel Pit C point went crazy

  • @JacobXavierGurtones
    @JacobXavierGurtones Год назад +4

    Ah yes, my favorite long-ranged class: the Pyro

  • @rolandszabo833
    @rolandszabo833 9 месяцев назад +3

    At 1:38 there is an insane medic crossbow heal btw. Respect for the medig

  • @Rullisi
    @Rullisi Год назад +23

    I'm positively surprised how... well surprising even the first one was. I was thinking like yeah this video won't explain anything new to me but I'll give it a watch but I always thought crouching just makes your center closer to explosion but now that I know that it's weight, it makes so much more sense.

  • @robinrai4973
    @robinrai4973 Год назад +27

    Great video! Really appreciate all the explainations. A bunch of the tick related bugs can't really be catered for I think, pretty much every game works via a tick system and checking for something the next tick or what have you is unavoidable

  • @bank8489
    @bank8489 10 месяцев назад +3

    i gotta mention that the music choices in this vid are awesome. you somehow got two tracks from both my all time fav games (a short hike & rain world) and that's just so dope

  • @Ichiy0k
    @Ichiy0k 9 месяцев назад +3

    6:04 "i can fit through both holes with ease"

  • @OfflineOffie
    @OfflineOffie Год назад +1

    I love this, I've been waiting for a video like this summarizing all the source movement/physics bugs for a loong time...
    Thank you

  • @choco4762
    @choco4762 Год назад +4

    27:48
    Oh hey, I used to do something that I called *The Trampoline* that was basically a super simple version of this that almost worked everywhere. Some time ago as Engineer, you were able to place a teleporter exit below a teleporter entrance on a slope. This, of course, would get you stuck in the entrance because you'd teleport into it from the exit. Then you could get infinitely give yourself knockback with a sentry and heal off the damage with a dispenser.
    I remember letting my friends trampoline off my head in front of first Blu spawn in Upward.

  • @joedou7glas200
    @joedou7glas200 Год назад +16

    My face when a video game engine made in 2004 combined with messy code makes buggy movement

  • @leapersdimise6666
    @leapersdimise6666 Год назад +6

    "Gamer changed name to femboy gaming" 26:00

  • @MaxxYurri
    @MaxxYurri Год назад +4

    ngl, the hades music at 23:00 is a nice touch

  • @HeavyK78
    @HeavyK78 Год назад +3

    "This just in, a source engine game is jank, no one is surprised more at 11"

  • @Jessie_Helms
    @Jessie_Helms Год назад +2

    I love the white text highlighted with magenta using a very stark, sharp font.

  • @NintendoNerd64
    @NintendoNerd64 Год назад +1

    the words "source spaghetti" roughly translates to "i have no fucking idea why this happens"

  • @ontpflot9328
    @ontpflot9328 6 месяцев назад +7

    RIP linux bug, will be missed (I guess)

  • @TheHun73r_
    @TheHun73r_ Год назад +2

    I love the fact that "ildprut" means "firefart" from Danish to English

  • @fishbread9208
    @fishbread9208 11 месяцев назад +2

    12:05 Ori music? In a tf2 source spaghetti video? Instant subscribe.

  • @ununiqueusername
    @ununiqueusername Год назад +5

    honestly the source engine has some of the best movement in the world, purely because it was made in a day with some duct tape and a dream

  • @TryHardCentral
    @TryHardCentral 10 месяцев назад +1

    Cmon bruh I found out about the wall bug myself after thousands of hours of source games and now u giving this info out ;( also got edgebugged over 100 times when bhopping

  • @ILDPRUT
    @ILDPRUT Год назад +4

    I tried to link the document, but I think it got bopped. EDIT: Link is in the description now.
    Also people seem to think that crouchjumping brings your center closer to the explosion? It's the exact opposite since you "raise your legs" when you crouch in the air, bringing you further away (plus it's technically your bottom center that's used for explosions that happen under you). You'd be closer to the ground if you just jumped without crouching, but that'd be worse because the game treats you as having more mass. That's what cool about c-taps, they're the best of both worlds: you're crouched AND right above the ground.

  • @Grimphoenix6969
    @Grimphoenix6969 7 месяцев назад +2

    honestly this is an example of what makes wow classic and osrs so good, the jank adds charm and depth when you learn to use it to your advantage

  • @brockglock3035
    @brockglock3035 6 месяцев назад +1

    I just heard the ‘a short hike’ ost in the background. Man I need to play that game again.

  • @qukooooo
    @qukooooo Год назад +2

    Ok now we need an hour long video filled with wall bug clips

  • @ixam338
    @ixam338 Год назад +3

    another htwo video another banger :D was a very nice surprise to see myself appear in the video too hahahaha

  • @BasketChase98
    @BasketChase98 Год назад +2

    I always thought that the crouching to make the bounding box smaller was to put the bounding box further away from the source of the explosion making it so the knockback was greater so the explosion wouldn’t “clip” the bounding box and all the push would be from the same direction. The fact that literally just making the bounding box smaller makes it lighter and more susceptible to any form of knockback is hilarious.

    • @bac0ntoast
      @bac0ntoast Год назад

      And also that c tapping did the opposite thing

  • @puzzlepuddles6712
    @puzzlepuddles6712 Год назад +5

    did you know that on some maps with angled displacements, you can actually climb the meshes to do what's known as a pixel ladder? i assume it has to do with the pixel walk glitch in some way but given that it's a displacement, you can jump across the entire mesh that displacements have

  • @MegaStarfactor
    @MegaStarfactor Год назад

    I'm like halfway through the video and already know it's an ingenious creation- well done friend

  • @chaImers
    @chaImers Год назад +11

    You can also put a teleporter under your sentry to get stuck in it in certain spots like stairs, similar to the old teletrap exploit

  • @ivan5604
    @ivan5604 Год назад +2

    It’s not a bug, it’s a feature
    -Gabb Nowerd

  • @Truesilver69
    @Truesilver69 8 месяцев назад +1

    there's a pixel surf used to do on mountain lab on that building in front of blue spawn, it was a lot of fun to do i didn't realize it was a bug to actually surf across that thing. ive been doing that for years lmao

  • @bobcrafttheking2014
    @bobcrafttheking2014 21 день назад

    I just love the idea that the step sequence for every tick should be referred to as sub-ticks, like subatomic particles, because that’s exactly what it is a bunch of sequence commands (the sub components) bunched up into a every tick per tick rate.

  • @Blaz3rr
    @Blaz3rr Год назад

    Thank you for making a video like this, this knowledge takes thousands of hours of SOURCE ENGINE (in its entirety, all versions too, some engines carry over certain bugs in the movement) movement. I love it but sometimes people don’t know about the techniques and assume it to be a script of some kind. Hats off to you man, for showing that yes, it is very possible. And with time and effort put into it, can be done very very reliably. (No matter what movement tech it is, edgebug, ctapping, etc)

  • @ponyprideworldwide
    @ponyprideworldwide 5 месяцев назад +1

    15:49 saw a 2005 in the name and thought ah what a spry young boy full of curiousity and wonder before realising he'd be like 19 years old now fuck my life shit moves too quickly

  • @linguini1517
    @linguini1517 Год назад

    The 0.03125 unit offset at 7:30 also has so e weird collision with the raycasting code used for hitscan weapons, as it can let you shoot through walls where box and non-box map brushes touch each other (for corners face more towards the non box brush, opposite for wall intersections)

  • @rolandcleary1807
    @rolandcleary1807 9 месяцев назад +2

    It's not a buggy mess, it's messy art

  • @itsasecrettoevery1
    @itsasecrettoevery1 Год назад +4

    i thought soldiers technically weigh the most in the game, which is why they dont go as far when rocket jumping compared to other classes in weapon randomizer?

    • @Anderson-kg5ex
      @Anderson-kg5ex Год назад +5

      soldier and demoman have a resistance to blast jumping that makes them take less damage, and less damage means less knockback

  • @Semibytes
    @Semibytes Год назад +1

    I have been playing the game over the 6 years and never heard of crouching literally makes you weight lighter. Good video!

  • @Vexcenot
    @Vexcenot Год назад +2

    this explained a lot of janky things i came across over my years of playing

  • @washys
    @washys Год назад +3

    The level of in-depth knowledge in this video is insane, very informative and useful! One thing I wanted to know though, are you able to explain how ctapping in shallow water can propel your rocket jumps even further?

  • @yyhhttcccyyhhttccc6694
    @yyhhttcccyyhhttccc6694 Год назад

    27:47 ive seen this bug in several games heres what i think is happening when a part has high velocity it tries to move in that direction if something stands on it they will both have that velocity but when the first part cant move but keeps its velocity it still transfers it to the second part and when that velocity is high it flkings the second part this bug is used in roblox studio for conveyor belts

  • @michaelplaczek9385
    @michaelplaczek9385 Год назад +1

    I thought the crouching in a rocket jump was because the character brings the feet up instead of Crouch down, meaning you fall down. And in that time, if you shoot, you are a little closer to the ground than standing up

  • @cdbeans8239
    @cdbeans8239 Год назад +10

    Movement is the one thing for me that really makes a game feel awesome to play. TF2, Armored Core, Mischief Makers are all games that I would've dropped if I couldn't essentially jetpack around at 100mph instead of walking anywhere.

  • @peconi47
    @peconi47 Год назад +1

    i saw a guy do a stuck launch on 2fort, when his sentry was upgrading from level 2 to 3 he jumped and got stuck inside the sentry then shot rockets and flew across the map and killed me while i was playing sniper

  • @badusky
    @badusky 17 дней назад

    carajo te amo que video increíble, sigo sin creer que el ctap te baja kilos KSJkASDJk

  • @ChesterManfred
    @ChesterManfred Год назад +1

    Conclusion: source spaghetti code. Don't attempt to fix it

  • @C.A._Old
    @C.A._Old Год назад +2

    *i wounder about 2007 version. and 2006 version. because 2007 version. when you try rocket jump. you can bunnyhop it too. Rare Great Fact.*

  • @FrogInShorts
    @FrogInShorts 4 месяца назад

    Wait, so you're telling me on swiftwater I can A pose in the sky as funny pootis man? This changes everything

  • @potatoweaver4116
    @potatoweaver4116 Год назад +2

    Ive done the trampoline tech before on Engi. There use to be a bug where you make trap teleporters on slopes that would get players stuck, its patched now as far as I know. I would get myself stuck and then damage myself with the Wrangler to activate the jump bug.

  • @LzX0-727i
    @LzX0-727i 5 месяцев назад

    "Lets take a quick look at rocket jumping" *proceeds to spend half the video talking about rocket jumping tactics"

  • @PhoebeAlwaysWins
    @PhoebeAlwaysWins 7 месяцев назад

    I remember back before blue moon, you used to be able to build teleporters on top of each other on certain slopes. By teleporting inside of your entrance, you could very easily perform the trampoline and stuck launch bugs, it was a lot of fun and I kind of miss it.

  • @slipperynodd578
    @slipperynodd578 5 месяцев назад

    7:21 if you have ever coded a simple 2d game before, you have had to deal with this before.
    The most common 2d collision is checking if the player box and the wall box are occupying the same space, if so, teleport them to just before the wall. To the naked eye it happens so fast that is just looks like you are running against the wall. Creating a whole level of this is annoying as hell because you need to test all of them to make sure it looks right.

  • @Anshhhhhhhhhk
    @Anshhhhhhhhhk Год назад +1

    Ctaps can also be used for backstabs. If you ctap on top of someone, you can backstab while midair allowing you to gain momentum and possibly backstab someone else while ur landing
    Plus with pixelwalking, you can use +strafe and make it way easier

    • @shinobuoshino5066
      @shinobuoshino5066 Год назад +1

      Trickstabbing is cool and all but did you know that you can write a keybind for instant turnaround to troll any spy trying to do this?

    • @Anshhhhhhhhhk
      @Anshhhhhhhhhk Год назад +1

      @@shinobuoshino5066 just use ur mouse

    • @shinobuoshino5066
      @shinobuoshino5066 Год назад

      @@Anshhhhhhhhhk nah I'm not risking getting stabbed when my bind trolled thousands of spies who thought that they're very smart.

  • @JohannesLipp
    @JohannesLipp 4 месяца назад

    God. This is wild. Your attention and appreciation for tf2 and your literall scientific breakdown of those Bugs.. is immense. Thank you for your work man.. i am in awe.

  • @tekno47
    @tekno47 Год назад

    finally a movement tech video that actually explains edgebugging correctly and doesn’t just go ‘well you surf off the last pixel of a block…’ RESPECT

  • @dealloc
    @dealloc Год назад +1

    Some of these (edgebug and wallbug in particular) are also present in GoldSrc. These are often used in climbing maps or 'Hide n Seek' gamemode. The difference is that GoldSrc' servers are frame-based, so your own FPS matters a lot in how it will perform. For example, it's not really possible to get stuck on a wall like seen in TF2, you will always fall albeit using the strafing to stop the momentum (at least from my own experience).

  • @enderium3253
    @enderium3253 6 месяцев назад

    dude the weight thing with the bounding box i literally said before u answered it i was like "the hitbox becomes smaller so the game things ur lighter" i am freak of nature

  • @ulybaka1337
    @ulybaka1337 Год назад +1

    you can do wallbug on displacements too (works fine on dustbowl cliffs)

  • @Sizzyl
    @Sizzyl Год назад +1

    33:50 is there a reason you pick it up? wouldn't destroying it let you try some funny market-garden type shenanigans?

  • @WaiGee_
    @WaiGee_ Год назад

    Its a rare day for me to learn so much new stuff about a game ive played for over a decade

  • @caidencollins7696
    @caidencollins7696 Год назад

    Wow so much stuff I genuinely didn’t know. The first thing about crouching and mass is blowing my mind. So much time playing source games and I just didn’t know that. Great video.

  • @MegaStarfactor
    @MegaStarfactor Год назад

    Actually the stuck sentry launch jump can be done without cart- but you need an inclined surface on any map- you put a teleport entry on the incline and then the teleport exit right UNDER it- you teleport and get stuck in the teleport- then you shoot yourself with the wrangler(putting dispenser right by your side saves you from dying)- and then you destroy the teleport- the momentum you've benn genrating by shooting is released and you go into the air

  • @nickwilson3399
    @nickwilson3399 Год назад

    The thumbnail led me to think this was just gonna be someone ranting about Source Spaghetti and blaming the game for lost games, but this was extremely educational. Subscription added (:

  • @Dawy1235
    @Dawy1235 4 месяца назад +1

    damn that source spaghetti looks absolutely delicious i would want to eat that 6:27

  • @zypireal
    @zypireal 11 месяцев назад

    there's a weird way to get stuck in displacements if you can place a dispenser underneath where a displacement vertice sticks out creating a ceiling to crouch and to get stuck in.
    you have to crouch holding W going left and right (on the dispenser) to find a spot where your Y velocity starts bugging out between 7 and -11 (this probably varies, the more up the better).
    stop holding crouch (still holding W) and tap A & D ~5 units where you found it.
    youll stop moving when you get stuck, pick up the dispenser to make sure

  • @__Razer
    @__Razer 5 месяцев назад

    I've been waiting 15 years for this one to drop.

  • @TenSoldierYT
    @TenSoldierYT Год назад

    I heard "the fire is gone." Also great video.
    Thanks for the ultrakill music, right as i started taking a break from that soundtrack lmao

  • @NikitaKiller-bw3bq
    @NikitaKiller-bw3bq 4 месяца назад +1

    cool vid but goddamn respect to that med on 1:38

  • @seppo3139
    @seppo3139 8 месяцев назад

    You used to be able to do the stuck launch on a ramp where you built the teleporter entrance on top of the exit, when you use the teleporter you would get stuck and then build up momentum with for example a mini sentry.

  • @Alernategem
    @Alernategem Год назад +1

    The movement is like 80% of what keeps me playing tf2

  • @English_men12
    @English_men12 5 месяцев назад

    Badwater blue spawn has at least 3 glitch. First is in the left pass near the tires with the cart, second in the spawn room on left side of the gate, and last on the right when you left spawn room

  • @av01d40
    @av01d40 3 месяца назад

    27:20 quite the opposite lmao, as a spy main, i try a lot to get frags by surf stabbing people with explosions, and sometimes i either dont see anyone to kill or just my direction completely changed, so i have to find a way not to lose as much health as i can, making jump bugs ( if possible) a pretty good way to keep playing and not have to respawn.

  • @Jennacide.
    @Jennacide. Месяц назад

    There is a wonderful wall bug in 2fort sewers that allows for infinite sewer market gardens, You can also do the same on Hightower rocks, Where you get stuck and can punish anyone who gets near with a crit slap

  • @luigio8484
    @luigio8484 Год назад

    at some point you started to sound like some arcane wizzard rambling incomprehensible mumblings and honestly I want to be able to do that too

  • @vanry6839
    @vanry6839 Год назад

    I literally did not know most of these things... great video man, you earned a sub. looking forward to more videos in the future

  • @Fishy_350
    @Fishy_350 Год назад +1

    That trampoline tech is really interesting, how are we still discovering weird things about this game almost 2 decades later.
    Edit: holy crap the flamethrower sniping

  • @braphog63
    @braphog63 Год назад

    ah yes, my favourite kind of esoteric knowledge bordering on insanity. the source spaghetti flavor.