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11. Highjump: written by faker
Did you ever ask yourself why you have the feeling to be slowing down when doing a higher located jump? Sure, you did notice that. But why is that? What exactly is a highjump and why is it slowing you down if you are getting closer to the edge?
First of all we gotta ask ourselves: What is a highjump?
The answer is: Every jump with a height of 70+ units is called highjump, because it is way harder than a normal longjump. The borderline for longjumps/highjumps is exactly 70 units height, a jump with 69 units height is a normal longjump and a jump with 70 units height is a highjump. It doesn't matter whether a jump has a height of 70 or 7000 units by the way, there is no such thing as dynamic transitions.
Ok, so now we do know what a highjump is. But why is it harder than a normal longjump?
For a pretty long time we assumed that there was a gravity change caused by the engine, when jumping off a jump with a height of 70+ units, but that's wrong. Also it was assumed that it was a bug and it was not done on purpose by the engine creators. That's also wrong because there is a CVAR included called "edgefriction 0/1/2". The standard value of this command is "2", other values remove the "highjump effect" but are not allowed, since Kreedz maps are supposed to be played with default settings.
Furthermore our coder eDark found out that the slowdown is caused by the so called "edgefriction" effect. Here are some facts about it:
If you're running straight ahead towards the edge of a highjump you are going to lose 17% of your velocity! At first your velocity is going to decrease with about 7,5 units/s and in the end with 4,5 units/s. Every units/s you are "loosing" means that you are going to jump 0,74 units less than on a normal longjump.
The magical "point of no return", the point where the explained slowdown effect does start, is located about 13,6 units (when running a speed of 250 units/s) in front of the stone's edge.
This is how your speed looks like when running towards an edge of a highjump:
The faster that you are running (good prestrafe) the later you are going to get slowed down, which means you'll have a better speed when jumping off. The most important fact to get good speeds is the direction you are running - the direction are headed/looking to while running doesn't matter. If you are running parallel to the edge you do NOT lose speed at all... for the rest of the prestrafe you can use this formular:
Distance from edge without getting slower = sin(Angle when starting to run) x 13.6 units
Okay, so that's what makes a highjump more difficult than a longjump and brings us to the next question: How can I handle it? And what's the best way to do a good highjump?
We already learnt that running parallel to the edge does not make you lose your speed at all, therefore you need to modify your prestrafe according to that to get the best speeds. Other than that it is strongly recommended to jump off earlier than you would do on a longjump - because the longer you are running towards the edge the more speed you are going to lose.
-> Note: Other ways to trick the edgefriction are doing a bhop longjump or a countjump on the highjump. Both ways reduce or remove the edgefriction effect, however a countjump is the more effective way since the bhop longjump record is 247 units - but the countjump record 272 units. We'll learn more about countjumps in the next chapter.
Now, since you know all the facts about it, you should practise as much as possible and get a feeling for it and find your individual best way to do a good highjump. Good luck!
Here is our little recap video showing one of the highjump records:
Last but not least I want to thank all people who were involved in finding and exploring the highjump technique, especially eDark and thopa.
Did you ever ask yourself why you have the feeling to be slowing down when doing a higher located jump? Sure, you did notice that. But why is that? What exactly is a highjump and why is it slowing you down if you are getting closer to the edge?
First of all we gotta ask ourselves: What is a highjump?
The answer is: Every jump with a height of 70+ units is called highjump, because it is way harder than a normal longjump. The borderline for longjumps/highjumps is exactly 70 units height, a jump with 69 units height is a normal longjump and a jump with 70 units height is a highjump. It doesn't matter whether a jump has a height of 70 or 7000 units by the way, there is no such thing as dynamic transitions.
Ok, so now we do know what a highjump is. But why is it harder than a normal longjump?
For a pretty long time we assumed that there was a gravity change caused by the engine, when jumping off a jump with a height of 70+ units, but that's wrong. Also it was assumed that it was a bug and it was not done on purpose by the engine creators. That's also wrong because there is a CVAR included called "edgefriction 0/1/2". The standard value of this command is "2", other values remove the "highjump effect" but are not allowed, since Kreedz maps are supposed to be played with default settings.
Furthermore our coder eDark found out that the slowdown is caused by the so called "edgefriction" effect. Here are some facts about it:
If you're running straight ahead towards the edge of a highjump you are going to lose 17% of your velocity! At first your velocity is going to decrease with about 7,5 units/s and in the end with 4,5 units/s. Every units/s you are "loosing" means that you are going to jump 0,74 units less than on a normal longjump.
The magical "point of no return", the point where the explained slowdown effect does start, is located about 13,6 units (when running a speed of 250 units/s) in front of the stone's edge.
This is how your speed looks like when running towards an edge of a highjump:
Thanks fly out to eDark for both, the calculation and the picture.
The faster that you are running (good prestrafe) the later you are going to get slowed down, which means you'll have a better speed when jumping off. The most important fact to get good speeds is the direction you are running - the direction are headed/looking to while running doesn't matter. If you are running parallel to the edge you do NOT lose speed at all... for the rest of the prestrafe you can use this formular:
Distance from edge without getting slower = sin(Angle when starting to run) x 13.6 units
Okay, so that's what makes a highjump more difficult than a longjump and brings us to the next question: How can I handle it? And what's the best way to do a good highjump?
We already learnt that running parallel to the edge does not make you lose your speed at all, therefore you need to modify your prestrafe according to that to get the best speeds. Other than that it is strongly recommended to jump off earlier than you would do on a longjump - because the longer you are running towards the edge the more speed you are going to lose.
-> Note: Other ways to trick the edgefriction are doing a bhop longjump or a countjump on the highjump. Both ways reduce or remove the edgefriction effect, however a countjump is the more effective way since the bhop longjump record is 247 units - but the countjump record 272 units. We'll learn more about countjumps in the next chapter.
Now, since you know all the facts about it, you should practise as much as possible and get a feeling for it and find your individual best way to do a good highjump. Good luck!
Here is our little recap video showing one of the highjump records:
Last but not least I want to thank all people who were involved in finding and exploring the highjump technique, especially eDark and thopa.
11. 하이점프: Translated by RhyshaN
높은 곳에서 뛰었을 때 일어나는 속도 하락에 대해 의문을 품어본 적이 있습니까?
물론 느껴 보았을 것입니다. 그러나 왜일까요? 하이점프는 무엇이며 왜 엣지(모서리)에 가까이 갈수록 속도가 떨어지는 것일까요?
먼저 '하이점프란 무엇인가?'에 대한 자문자답입니다.
답변은 이렇습니다: 보통 롱점프보다 더 어렵기 때문에, 우리는 70유닛 이상의 높이에서 뛴 모든 점프를 하이점프라 부릅니다.
롱점프와 하이점프의 경계는 정확히 70유닛입니다. 따라서, 69유닛 높이에서의 점프는 보통 롱점프이고 70유닛 높이에서의 점프는 하이점프라 부릅니다.
어쨌든 동적인 변화는 없어 70유닛에서 뛰었건 7000유닛에서 뛰었건 간의 차이는 없습니다.
이제 하이점프가 무엇인지는 알았습니다. 그러나 왜 하이점프가 보통 롱점프보다 어려운 것일까요?
오랜 기간 동안 우리는 70유닛 보다 높은 곳에서 뛸 경우 엔진에 의한 중력 변화가 있는 것으로 잘못 추정해 왔습니다. 또 엔진 제작자가 의도적으로 남겨놓은 버그는 아닌가 생각했었지만, "edgefriction 0/1/2"라는 콘솔 값이 존재하기에 그 추측 또한 틀렸습니다. 이 명령어의 표준 값은 2이고, 다른 값은 "하이점프 효과"를 없애 주지만, Kreedz 맵들은 기본 설정에서 플레이 되어야 하므로 허락되지 않습니다.
게다가 우리의 코더 eDark는 소위 "엣지프릭션" 효과가 속도 하락을 유발한다는 것을 밝혀 냈습니다. 이에 대한 몇가지 팩트로:
만약 하이점프의 엣지에 똑바로 달려가게 되면, 당신은 속도의 17%를 잃게 됩니다! 속도 하락은 7.5units/s 만큼 깎이는 것으로 시작해 4.5units/s만큼 깎이는 것으로 끝납니다. 이로 인해, 1units/s 의 속도를 "잃을" 때마다 점프거리는 0.74유닛 만큼씩 줄어들게 됩니다.
마법의 "돌이킬 수 없는 지점(뛰어야 하는 지점)"은 위에 기술한 속도 하락이 시작되는 지점으로, 엣지의 바로 앞 13.6유닛(250units/s로 달려갈 때)에 위치하고 있습니다.
아래 그림은 하이점프의 엣지를 향해 달려갈 때 속도가 어떻게 변하는지를 보여줍니다:
당신의 속도가 높을수록(좋은 스트레이프) 당신이 느려지는 시점은 뒤로 늦춰질 것이고 점프 시 더 좋은 속도를 가질 수 있게 됨을 의미합니다. 좋은 속도를 갖기 위한 가장 중요한 팩트는 달려가고 있는 방향(이때, 쳐다보고 있는 방향은 무의미)입니다. 만약 당신이 엣지에 평행하게 달려가고 있다면, 당신은 속도를 전혀 잃지 않을 것입니다. 당신은 모든 프리스트레이프에 아래의 공식을 사용할 수 있습니다.
속도 하락이 없는 엣지로부터의 거리 = sin(엣지에 대해 달리는 각도) x 13.6유닛
좋습니다. 그래서 이것이 롱점프보다 하이점프를 어렵게 만들었었군요. 그렇다면 이를 어떻게 다룰 수 있으며 좋은 하이점프를 하기 위한 최고의 방법은 무엇일까요?
우리는 앞서 엣지에 평행하게 달리면 속도를 잃지 않는다는 것을 배웠습니다. 따라서 최고의 속도를 내기 위해 당신의 프리스트레이프를 변형할 필요가 있습니다. 이와는 다른 강력히 추천되는 방법으로는, 롱점프에서 뛰던 것보다 더 일찍 뛰는 방법이 있습니다. 엣지를 향해 달려갈 수록 더 많은 속도를 잃을 것이기 때문입니다.
-> Note: 하이점프에 있어 엣지프릭션을 피하는 다른 방법으로 버니롱점프나 카운트점프를 하는 방법이 있습니다. 두 기술 모두 엣지프릭션 효과를 줄이거나 없애지만, 버니롱점프 기록은 247유닛이고 카운트점프 기록은 272유닛이기 때문에 카운트점프가 더 효과적인 방법이라 할 수 있습니다. 우리는 다음 챕터에서 카운트점프에 대해 좀 더 알아볼 것입니다.
자, 이제 하이점프에 대한 모든 팩트들을 알게 되었으니 가능한 많은 연습으로 하이점프에 대한 감을 잡고, 좋은 하이점프를 하기 위한 당신에게 맞는 최고의 방법을 찾는 일만 남았습니다. 좋은 결과 있길 바랍니다!
하이점프 기록 중 하나를 담은 비디오를 첨부합니다.
마지막으로 하이점프를 발견하고 연구하는데 관여한 모든 사람들에게, 특히 eDark와 thopa에게 감사의 말씀을 드립니다.
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