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 the haxjump bind/script problem

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|tm|



Messages : 30
Joined/Date d'inscription : 2015-06-19

PostSubject: the haxjump bind/script problem   Tue Jun 23, 2015 6:35 am

BOKABORE!!!!!!!!!!!!!!!!! wrote:
Friends. It is i. Fred. Don fred. Fred payne. I have a message to deliver. A topic to bring into light. It was not so long ago that we barely knew how to gema. It was not so long ago that we were all noobs. But we were noobs together. The evil is trying to take over. They come bearing gifts. A script here, a server there. Their intentions are not what they seem to be. The haxjump help script is the epitome of noobity. Evil disguised as noobity. Imagine you found a perfect island in the middle of the ocean where you could live the rest of your life in peace. Would you tell anybody about it? You would set up a radar system and shoot anyone coming near you. Our visitors take our hax jump and make it noob. No honor. Maybe you should watch The Beach for reference. Your friend fred always stay true to gema. But the visitors must be fought off. We can do it together. Thank you

It was better before the hax jump in any form. Edge jumping, backwards play, saving ammo and timing reloads for a smooth stylish run.

Remember how long we all spent on gema-playergolem?

The bind/script not only ruined the skillful hax jump but the tunnel run as well, I spent hours on gema-h4x getting the number two tunnel route perfect and almost destroyed my left hand in the process.

I am completely disenchanted with the way things have become, and believe most of us feel the same, but we shared a pretty magical experience and lived through a period of time together that nobody can take away from us.

I agree it's something we should fight to hold on to, but practically speaking how can we combat it?
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mashy



Messages : 4
Joined/Date d'inscription : 2015-06-21

PostSubject: Re: the haxjump bind/script problem   Tue Jun 23, 2015 6:46 am

I don't bind but I must agree espacially tunnel speed is bullshit and I already was at the doctor because of my left hand. This is not healthy! Let's say tunnel speed by doing fake jump h4x would be disabled how would you implement tunnel speed? Any suggestions for a usefull key/mouse combination which could be used instead (just for tunnel speed)

Also for sure the prejump h4x version requires much more skill... how should it be rewarded? making prejump h4x jump even higher? or removing h4x without prejump completly?
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|tm|



Messages : 30
Joined/Date d'inscription : 2015-06-19

PostSubject: Re: the haxjump bind/script problem   Tue Jun 23, 2015 8:12 am

For the tunnel run, and other things I use the F key on my keyboard as jump instead of space, this is because I can tap my index finger much quicker than my thumb (I've found it helps against hand strain too), it might sound like a crazy combination to use but I use my middle and ring finger to switch between strafing different directions (usually either a+w or a+s) so most of the time my index finger is free

There was an obvious learning curve at first to changing the key used for jump, but I got into the hang of it years ago so its second nature now, try tapping alternatively from little finger to index finger on your desk and then do the same with little finger and thumb then you'll feel its quicker and less cumbersome

I look down and to the right at an almost 90 degree angle with the mouse and wiggle it back and forth to find the sweet spot
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|tm|



Messages : 30
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PostSubject: Re: the haxjump bind/script problem   Tue Jun 23, 2015 8:15 am

My vote would be for removing hax without prejump completely if that was something that could be done..
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|tm|



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PostSubject: Re: the haxjump bind/script problem   Tue Jun 23, 2015 8:28 am

The idea I've got forming in my head at the moment is creating a separate gema server, like a pro version or something like that, where using a script/hax bind isn't allowed, but whatever you can do manually using keys is fair game

The question would be how to enforce it as a rule, maybe having a thread here to report those who've been caught using the bind, and if you're caught then blacklist/remove records or something like that, also/alternatively maybe a maprot that gets approved by people here so that it only includes maps that you can't just run through the map and hax jump over somewhere the mapmaker didn't intend you to, thoughts and ideas anybody?
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mashy



Messages : 4
Joined/Date d'inscription : 2015-06-21

PostSubject: Re: the haxjump bind/script problem   Tue Jun 23, 2015 9:26 am

Doesn't sound possible without modifying the client.
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Guest
Guest



PostSubject: Re: the haxjump bind/script problem   Tue Jun 23, 2015 10:03 am

whore


Last edited by BOKABORE!!!!!!!!!!!!!!!!! on Wed Dec 30, 2015 5:38 pm; edited 1 time in total
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mashy



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PostSubject: Re: the haxjump bind/script problem   Tue Jun 23, 2015 7:31 pm

You want to cut yourself of from everyone else with a couple people and all that just because you can do some special jump and you feel like gema should be like that. And then you want to put videos of you guys playing and using this jump in gemas on youtube and after you did that all of you'll watch it and maybe it'll even get 301 views right? How can you be so fixated on this? Try to see more than a pixle on a picture!
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Park



Messages : 265
Joined/Date d'inscription : 2011-11-04

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PostSubject: Re: the haxjump bind/script problem   Wed Jun 24, 2015 8:36 am

sry fred.. and hp i now feel you.

Wont be too much fun.
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PostSubject: Re: the haxjump bind/script problem   Wed Jun 24, 2015 10:47 am

whore


Last edited by BOKABORE!!!!!!!!!!!!!!!!! on Wed Dec 30, 2015 5:38 pm; edited 2 times in total
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PostSubject: Re: the haxjump bind/script problem   Wed Jun 24, 2015 10:48 am

whore


Last edited by BOKABORE!!!!!!!!!!!!!!!!! on Wed Dec 30, 2015 5:38 pm; edited 1 time in total
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Park



Messages : 265
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PostSubject: Re: the haxjump bind/script problem   Wed Jun 24, 2015 10:51 am

well there were not at all many people remaining after the release of 1.2..
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PostSubject: Re: the haxjump bind/script problem   Wed Jun 24, 2015 11:21 am

whore


Last edited by BOKABORE!!!!!!!!!!!!!!!!! on Wed Dec 30, 2015 5:37 pm; edited 1 time in total
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|HP|
Admin


Messages : 225
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farthest jump: MAX

PostSubject: Re: the haxjump bind/script problem   Wed Jun 24, 2015 12:30 pm

For me gema was mostly about chilling and loling with and at other players. Cant do that shit on a private server that has 2 people connecting every 24 hours!
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SOMEONEELSE



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Age : 31
Location/Localisation : FRANCE

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farthest jump: 5 cubes

PostSubject: Re: the haxjump bind/script problem   Wed Jun 24, 2015 1:09 pm

Funny Laughing

Why the hell i dont understand anything about this conversation?

Oh WTF ! I binded crouch and jump one day and i dont know how to remove it now.....

It never made me pro in gema anyway. Hahaha

Have fun ! That is all that counts


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PaulMuadDibKA



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PostSubject: Re: the haxjump bind/script problem   Wed Jun 24, 2015 6:11 pm

Am I the n00best gema player ever?

I think I am.

Anyway, I miss them times with Perwy, Lab, HP, tm, penix, Park, freddy boy, and those I've forgotten about too!!!!

:'( But there are always new players, and its good to see how they push themselves, even if they use haxbind.

But no worries, I hear they are removing the bind from new version, and map requisites too (MAYBE) so a new era might be coming, where we can play ac_trip all day long!!! and also some a.k.i.

Well, I came here to make a new thread so imma go and do that.
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JagArNoob!!!



Messages : 48
Joined/Date d'inscription : 2015-06-28
Age : 21
Location/Localisation : Rio de Janeiro - Brazil

Gema stats
farthest jump: almost 6 cubes

PostSubject: Re: the haxjump bind/script problem   Mon Jun 29, 2015 12:07 pm

i hope dev remove only the bindkey not the haxjump
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Morry



Messages : 44
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Age : 22
Location/Localisation : Russian Federation

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PostSubject: Re: the haxjump bind/script problem   Mon Jun 29, 2015 11:53 pm

who gives a fuck anyway? even if they will remove bindjump, like it was in the acwc client, there is still a lot of ways to bind it, macros for keyboard or mouse, or other shit

if hax jump will removed, then edge jump will not work, bcuz hax jump is just bug

mby im wrong lol

imho, better make and play maps where hax jump is useless
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PostSubject: Re: the haxjump bind/script problem   Tue Jun 30, 2015 10:30 am

whore


Last edited by BOKABORE!!!!!!!!!!!!!!!!! on Wed Dec 30, 2015 5:36 pm; edited 1 time in total
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PostSubject: Re: the haxjump bind/script problem   Tue Jun 30, 2015 10:33 am

whore


Last edited by BOKABORE!!!!!!!!!!!!!!!!! on Wed Dec 30, 2015 5:36 pm; edited 1 time in total
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|HP|
Admin


Messages : 225
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PostSubject: Re: the haxjump bind/script problem   Tue Jun 30, 2015 10:36 am

Give example of a map where you couldnt use bind jump
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Morry



Messages : 44
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Age : 22
Location/Localisation : Russian Federation

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PostSubject: Re: the haxjump bind/script problem   Tue Jun 30, 2015 12:04 pm

my last map, gema of thrones ? with bind jump u cant pass even first jump Very Happy
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Morry



Messages : 44
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farthest jump: 1337

PostSubject: Re: the haxjump bind/script problem   Tue Jun 30, 2015 12:13 pm

however i was talking about maps, which u can pass without hax or bind anyway, only run and simple jumps 7-8 cubes high or 30~ long, and edge/nade things ofc Very Happy
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|HP|
Admin


Messages : 225
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PostSubject: Re: the haxjump bind/script problem   Tue Jun 30, 2015 12:19 pm

True, i guess! This would eliminate hax jump all together ... although there is that jump where you need to do a "6 cubes" hax jump otherwise you hit head and bind is always 7 right? But im not sure i forgot all this crap:D
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PostSubject: Re: the haxjump bind/script problem   Today at 4:38 am

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