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.
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
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
ULTRAKILL OST MENTIONED!!!!!!!!!!!🔥🔥🔥🔥🔥🔥🔥 WHAT THE FUCK IS AN NON COHESSIVE SONG WITH THE ENVIRONMENT OR THE BOSS IN QUESTION!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
@@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.
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
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.
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.
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
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.
@ 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
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.
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.
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.
@@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.
@@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
@@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...
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
@@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...
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.
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
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!
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
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!
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.
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?
@@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.
@@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.
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
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.
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
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
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.
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
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.
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.
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
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
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.
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)
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
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)
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?
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?
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
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
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.
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
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.
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.
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.
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
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.
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).
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
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.
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
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 (:
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
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.
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
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.
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
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
Forgot to put ildprut's movement doc in the description at first but its there now go look at it!
*i wounder about 2007 version. and 2006 version. because 2007 version. when you try rocket jump. you can bunnyhop it too. Rare Great Fact.*
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.
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
Shush and come dmix
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
Hitbox's buggy
Weight aint heavy
There's jank in his movement already, source's spaghetti
my clips are sweaty
yer funny lad
@@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
Was listening to meat grinder and read this 😭
ULTRAKILL OST MENTIONED!!!!!!!!!!!🔥🔥🔥🔥🔥🔥🔥 WHAT THE FUCK IS AN NON COHESSIVE SONG WITH THE ENVIRONMENT OR THE BOSS IN QUESTION!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
The idea that soldier crouches to lessen his weight in order to effectively rocket jump at peak height is genuinely funny to me
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
*soldier laugh* "You see heavy, I crouch before jumping with my rockets to reduce my weight!"
"it dont work like that"
"Yes it do"
Sounds like a gag from an old tf2 comic
@@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.
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
there is enough spaghetti in this video to solve world hunger
Based
@@HellnawNaw-zq2jxand spaghetti pilled
as someone who glitchhunts and understands a bit about coding, once you have seen it, it appears EVERYWHERE.
After 9 years in development, hopefully, it will have been worth the wait.
9 years with so much quirks an fun, yes it was worth
Thanks, and have fun.
Bro botted his comments likes
After 9 years in development, spy.
And my favorite class is the spy.
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.
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.
both the centre of your bbox being closer to an explosion and your character weighing less have an effect on the knockback
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
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.
@ 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
But he said that in the video
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.
Exactly this fix. Don’t make your slopes flush, embed them in the wall by a little bit
Why do I recognise that thumbnail...
Its 3 boxes with white text...
seems familiar
idk
Is it weird that I do too.
NOOB VS PRO VS HACKER MINECRAFT BUILDING CONTEST
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.
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.
@@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.
@@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
that happened in the og doom games
@@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...
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
i remember doing that on cp_orange all the time, lots of fun
tele traps are no longer possible ? i thought they were still possible
@@rachelslur8729tele destroys itself when players stuck at it
@@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...
@@StilvurBee:(
1:38 That medic deserves a gold pan for that shot
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.
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
Seems like you've been added to the description now :)
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!
28:27 - You've heard of Trolldier, but now get ready for Trollspy
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
the fact that you demonstrated something on jump_demonstrationman is funny
Thank you, you put a new pov to my tf2 knowledge appreciated
Man, if I knew that weight loss was as simple as just crouching, I would've done it more often.
It is.
Just do some squats
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!
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.
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?
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.
@@agrastiOs thanks for the correction. Will update my comment.
@@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.
@@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.
27:55, "All you need is a friend, and something to get stuck inside of" Bro??? 0.o
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
Ah yes, my favorite long-ranged class: the Pyro
At 1:38 there is an insane medic crossbow heal btw. Respect for the medig
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.
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
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
6:04 "i can fit through both holes with ease"
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
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.
My face when a video game engine made in 2004 combined with messy code makes buggy movement
"Gamer changed name to femboy gaming" 26:00
ngl, the hades music at 23:00 is a nice touch
"This just in, a source engine game is jank, no one is surprised more at 11"
I love the white text highlighted with magenta using a very stark, sharp font.
the words "source spaghetti" roughly translates to "i have no fucking idea why this happens"
RIP linux bug, will be missed (I guess)
I love the fact that "ildprut" means "firefart" from Danish to English
12:05 Ori music? In a tf2 source spaghetti video? Instant subscribe.
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
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
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.
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
I just heard the ‘a short hike’ ost in the background. Man I need to play that game again.
Ok now we need an hour long video filled with wall bug clips
another htwo video another banger :D was a very nice surprise to see myself appear in the video too hahahaha
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.
And also that c tapping did the opposite thing
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
I'm like halfway through the video and already know it's an ingenious creation- well done friend
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
It’s not a bug, it’s a feature
-Gabb Nowerd
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
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.
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)
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
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)
It's not a buggy mess, it's messy art
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?
soldier and demoman have a resistance to blast jumping that makes them take less damage, and less damage means less knockback
I have been playing the game over the 6 years and never heard of crouching literally makes you weight lighter. Good video!
this explained a lot of janky things i came across over my years of playing
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?
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
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
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.
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
carajo te amo que video increíble, sigo sin creer que el ctap te baja kilos KSJkASDJk
Conclusion: source spaghetti code. Don't attempt to fix it
*i wounder about 2007 version. and 2006 version. because 2007 version. when you try rocket jump. you can bunnyhop it too. Rare Great Fact.*
Wait, so you're telling me on swiftwater I can A pose in the sky as funny pootis man? This changes everything
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.
"Lets take a quick look at rocket jumping" *proceeds to spend half the video talking about rocket jumping tactics"
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.
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.
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
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?
@@shinobuoshino5066 just use ur mouse
@@Anshhhhhhhhhk nah I'm not risking getting stabbed when my bind trolled thousands of spies who thought that they're very smart.
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.
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
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).
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
you can do wallbug on displacements too (works fine on dustbowl cliffs)
33:50 is there a reason you pick it up? wouldn't destroying it let you try some funny market-garden type shenanigans?
Its a rare day for me to learn so much new stuff about a game ive played for over a decade
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.
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
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 (:
damn that source spaghetti looks absolutely delicious i would want to eat that 6:27
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
I've been waiting 15 years for this one to drop.
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
cool vid but goddamn respect to that med on 1:38
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.
The movement is like 80% of what keeps me playing tf2
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
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.
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
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
I literally did not know most of these things... great video man, you earned a sub. looking forward to more videos in the future
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
ah yes, my favourite kind of esoteric knowledge bordering on insanity. the source spaghetti flavor.