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Releases: SunCatMC/DLCQJumpingDebug

v1.0.4

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@SunCatMC SunCatMC released this 13 Mar 09:46

Made all numbers use similar format; also created variants of the mod, see at the bottom


Controls:

  • Attack/Interact: add a line in console output, useful to visually separate the data
  • Jump or leave the ground: Start recording. Stops when no longer pressing Jump and the player character lands on the ground.

Data format:

 new: 0,0500000976, old + delta: 0,0500000976, OffGroundTime: 0,116666667
 CanJump: True, IsAtCeiling: False
 Y delta: -5,462219, Y velocity: -14,7429276
 jump Y velocity      : -15,6429291
 jump Y velocity delta: 1,12731171, substep gravity: 0,900001764
 player Y velocity delta: 2,02731133
 Player is jumping
 ---
  • new and old + delta correspond to jumpTime in ms, one after the function call, the other before, but adjusted to the change that is usually applied to get current time, represented by delta. In this debug tool it is basically used to show how long the current jump has been going, how physics frames look like, and when the jump time gets cleared or stays at 0 (which is the only time when these 2 values are different).
  • CanJump is a function in-game that represents when coyote time is applied. The max length of coyote time is 125 ms, but can be lower a bit due to frame cutoff.
  • OffGroundTime (in ms) and IsAtCeiling should be self explanatory.
  • Y delta is change in Y position of player compared to the start of the jump sequence, Y velocity is Y velocity of player.
  • jump Y velocity is the velocity that is being applied during a jump, jump Y velocity delta is a change in that velocity compared to previous frame, substep gravity is how much gravity is applied in current frame (doesn't change outside of slowed time).
  • player Y velocity delta is change in player Y velocity compared to previous frame.
  • Player is jumping shows up whenever player pressing Jump button was detected. When the button is not pressed, the line is empty.

First file is the standard format, like in the above description or README.
Second file changes time values to be raw floats.
Third file also adds binary representation of those times into printout.

v1.0.3

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@SunCatMC SunCatMC released this 12 Mar 19:51

better precision of printed numbers


Debug info about player jumping for DLCQuest game.

Controls:

  • Attack/Interact: add a line in console output, useful to visually separate the data
  • Jump: Start recording. Stops when no longer pressing Jump and the player character lands on the ground.

Data format:

new: 50,0001, old + delta: 50,0001, OffGroundTime: 133,333344
CanJump: False, IsAtCeiling: False
Y delta: -5,38721848, Y velocity: -14,7429276
jump Y velocity      : -15,6429291
jump Y velocity delta: 1,12731171, substep gravity: 0,900001764
player Y velocity delta: 2,02731133
Player is jumping
---
  • new and old + delta correspond to jumpTime, one after the function call, the other before, but adjusted to the change that is usually applied to get current time, represented by delta. In this debug tool it is basically used to show how long the current jump has been going, how physics frames look like, and when the jump time gets cleared or stays at 0 (which is the only time when these 2 values are different).
  • CanJump is a function in-game that represents when coyote time is applied. The max length of coyote time is 125 ms, but can be lower a bit due to frame cutoff.
  • OffGroundTime and IsAtCeiling should be self explanatory.
  • Y delta is change in Y position of player compared to the start of the jump sequence, Y velocity is Y velocity of player.
  • jump Y velocity is the velocity that is being applied during a jump, jump Y velocity delta is a change in that velocity compared to previous frame, substep gravity is how much gravity is applied in current frame (doesn't change outside of slowed time).
  • player Y velocity delta is change in player Y velocity compared to previous frame.
  • Player is jumping shows up whenever player pressing Jump button was detected. When the button is not pressed, the line is empty.

v1.0.2

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@SunCatMC SunCatMC released this 12 Mar 18:55

added more printout


Controls:

  • Attack/Interact: add a line in console output, useful to visually separate the data
  • Jump: Start recording. Stops when no longer pressing Jump and the player character lands on the ground.

Data format:

new: 16,6667, old + delta: 16,6667, OffGroundTime: 33,33334
CanJump: True, IsAtCeiling: False
Y delta: -4,985001, Y velocity: -19,96279
jump Y velocity      : -20,86279
jump Y velocity delta: -21,76279, substep gravity: 0,9000018
player Y velocity delta: -20,86279
Player is jumping
---
  • new and old + delta correspond to jumpTime, one after the function call, the other before, but adjusted to the change that is usually applied to get current time, represented by delta. In this debug tool it is basically used to show how long the current jump has been going, how physics frames look like, and when the jump time gets cleared or stays at 0 (which is the only time when these 2 values are different).
  • CanJump is a function in-game that represents when coyote time is applied. The max length of coyote time is 125 ms, but can be lower a bit due to frame cutoff.
  • OffGroundTime and IsAtCeiling should be self explanatory.
  • Y delta is change in Y position of player compared to the start of the jump sequence, Y velocity is Y velocity of player.
  • jump Y velocity is the velocity that is being applied during a jump, jump Y velocity delta is a change in that velocity compared to previous frame, substep gravity is how much gravity is applied in current frame (doesn't change outside of slowed time).
  • player Y velocity delta is change in player Y velocity compared to previous frame.
  • Player is jumping shows up whenever player pressing Jump button was detected. When the button is not pressed, the line is empty.

v1.0.1

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@SunCatMC SunCatMC released this 12 Mar 12:04

Added OffGroundTime and IsAtCeiling into consideration


Controls:

  • Attack/Interact: add a line in console output, useful to visually separate the data
  • Jump: Start recording. Stops when no longer pressing Jump and the player character lands on the ground.

Data format:

new: 33,3334, old + delta: 33,3334, OffGroundTime: 33,33334
CanJump: True, IsAtCeiling: False
Player is jumping
---
  • new and old + delta correspond to jumpTime, one after the function call, the other before, but adjusted to the change that is usually applied to get current time, represented by delta. In this debug tool it is basically used to show how long the current jump has been going, how physics frames look like, and when the jump time gets cleared or stays at 0 (which is the only time when these 2 values are different).
  • CanJump is a function in-game that represents when coyote time is applied. The max length of coyote time is 125 ms, but can be lower a bit due to frame cutoff.
  • OffGroundTime and IsAtCeiling should be self explanatory.
  • Player is jumping shows up whenever player pressing Jump button was detected. When the button is not pressed, the line is empty.

v1.0.0

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@SunCatMC SunCatMC released this 12 Mar 10:38

Initial release

Controls:

  • Attack/Interact: add a line in console output, useful to visually separate the data
  • Jump: Start recording. Stops when no longer pressing Jump and the in-game jumpTime stops changing.

Data format:

new: 33,3334, old + delta: 33,3334
CanJump: True
Player is jumping
---
  • new and old + delta correspond to jumpTime, one after the function call, the other before, but adjusted to the change that is usually applied to get current time, represented by delta. In this debug tool it is basically used to show how long the jump has been going, how physics frames look like, and when the jump time gets cleared (which is the only time when these 2 values are different)
  • CanJump is a function in-game that represents when coyote time is applied. The max length of coyote time is 125 ms, but can be lower a bit due to frame cutoff.
  • Player is jumping shows up whenever player jumping was detected. When player is not jumping, the line is empty.