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Can You Break LIGHTSPEED In Zeepkist? 

Dapper
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Hello everyone! Dapper here abd today we expeirment in Zeepkist! I hope you enjoy!
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1 окт 2024

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Комментарии : 284   
@BasilLecher
@BasilLecher 4 месяца назад
Imagine dropping a secret tunnel for people to find only, instead of a shortcut for a faster time, you launch them into the speed force.
@KalijahAnderson
@KalijahAnderson 4 месяца назад
Troll cut,,, 😂
@0megaming
@0megaming 4 месяца назад
*singing* "secret tunneeeeel....." XD
@suedempress
@suedempress 4 месяца назад
This sounds like a good idea in theory, but you also have to consider how the multiplayer server will handle it. Like it could cause lag for others, it could kick players, and it could even potentially crash the server entirely
@BasilLecher
@BasilLecher 4 месяца назад
@@suedempress which, because I’m not a good person, would be hilarious. So long as you give out a warning ahead of time so everyone knows what they’re getting in to. I doubt this is the kind of thing that could cause real damage. Though testing it on a private multiplayer server with the dev might be a good idea beforehand.
@JB_ea
@JB_ea 4 месяца назад
I didn’t know zeepkist simulated time dilation lol
@rishabhaagarwal-cv5rd
@rishabhaagarwal-cv5rd 4 месяца назад
Ikr
@wadebrown8772
@wadebrown8772 4 месяца назад
Engage wrap drives 😂😂😂😂😂. Devs are like, okay, dude, calm down your need for speed here. Let's not destroy time and space of zeepkis
@Ekipsogel
@Ekipsogel 4 месяца назад
Burrito?
@danmaardeze
@danmaardeze 4 месяца назад
@@Ekipsogel No, Burritto. Because he forgot the T in zeepkist
@AlechiaTheWitch
@AlechiaTheWitch 4 месяца назад
Yannic is fun tho he will laugh then patch it
@BLKBRDSR71
@BLKBRDSR71 4 месяца назад
@@AlechiaTheWitch I think Yannic may exploit this. Maybe he might let it pass if it don't wreck the game too badly.
@acgaming007
@acgaming007 4 месяца назад
ah yes, the *wrap* drive in *zeepkis*
@RELapis
@RELapis 4 месяца назад
For the insane lightspeed, it seems like an integer underflow, where the speed is slowed down so much, that it goes below the minimum value for an integer, and wraps around to the maximum possible value.
@bhiderbotYT
@bhiderbotYT 4 месяца назад
I was looking for a comment with the same idea as me. The stop pads just stop too much for the speed
@Andrii-zc4dp
@Andrii-zc4dp 4 месяца назад
I think if you put the giant coin in place of the wall (not too close like the ckeckpoint), it should work. I think the game calculates speed based on ticks, and it takes more then one tick on the slowster to speed the car up, and you put the checkpoint in it's way, so the colision got registered before the car got up to proper speed. In the first tests where you hit the rocks, I think by that point the car got slow enough not to be able to pass through the rock wihout registering a colision in a single tick, so that's why that failed. For good results: 1. Replicate the wall setup 2. Put the test object instead of the wall, but not closer then the wall 3. Try with the thinner blocks first 4. I think the thinker the block the more speed it would take to go through it, so try playing with the values for the thick block 5. Mind the deceleration is not linear, so even a slightly larger distance might kill the speed. 6. This setup is dependent on where the ticks start and end, so you might need to move the "wall" further or closer
@pinkluver7715
@pinkluver7715 4 месяца назад
Spoken like a true scientist 🧑‍🔬
@knightowl24
@knightowl24 4 месяца назад
obviously ya need a startrek map that ends with you going into warp with an outsized ending in the distance... would it even register the end though?
@edwardbickford8277
@edwardbickford8277 4 месяца назад
Prepare Zeepkist for Light Speed!" Dapper: "No no no Light Speed's too slow!" "Light Speed too slow?" Dapper: "We're gonna have to go right to- Ludicrous Speed!
@dirkkrohn1907
@dirkkrohn1907 4 месяца назад
What's matter Cournial Sanders- CHICKEN?
@DaysofElijah317
@DaysofElijah317 4 месяца назад
Warp 3.5
@christopherharsch4352
@christopherharsch4352 4 месяца назад
Buckle this. Ludicrous speed! Go!
@connorallgood0922
@connorallgood0922 3 месяца назад
It's Jam!
@ledocteur7701
@ledocteur7701 4 месяца назад
At the very first frame of the glitch, you were going about 0.33 quintillion km/h, which is 2.8 million light speed. At that speed, you could cross the entire milky way, the full 100 000 light year diameter, in 12 days. And the speed was surprisingly stable, steadily decreasing as if it was a perfectly ordinary number for the game to handle.
@thatonegamer5937
@thatonegamer5937 4 месяца назад
Well, actually the speed of light used is actually just an estimate taken by dividing the two-way speed of light by 2. Nobody actually knows whether light moves at a constant speed or not.
@FoxDog1080
@FoxDog1080 4 месяца назад
​@@thatonegamer5937everyone knows light doesn't move at a constant speed
@LegoGoblin
@LegoGoblin 4 месяца назад
@@FoxDog1080 my pet hamster named Everyone does not in fact know that.
@FoxDog1080
@FoxDog1080 4 месяца назад
@@LegoGoblin it will after you tell it
@ducewags
@ducewags 4 месяца назад
@ledocteur7701 Zeep does not use a unit of speed, other than numbers. It's not mph or Km/h. Now where is the start point of the universe? If we know the distance on all axis from Earth, and the speed space extends, where is the center or start point of space? Strange how that is never talked about.
@GoshkaPolska
@GoshkaPolska 4 месяца назад
The reason the wall worked but not any thing else is because the wall has 6 outsides but no inside collision. If you fly the camera inside the wall their should be no texture inside meaning its not hollow and all of the inside faces have no collision but things like the checkpoint or Anny hollow cylinder do because the path you travel is basicly: go through wall enter inside object, leave object with less speed because unity idk, hit other side of object (the other half of a cylinder or circle on its side like the checkpoint in the video) and then next thing you now ES&D.
@Brick_M13
@Brick_M13 4 месяца назад
perhaps its time for some hidden wall phasing cheese
@BLKBRDSR71
@BLKBRDSR71 4 месяца назад
I smell cheddar...
@Cosmic_Tortoise
@Cosmic_Tortoise 4 месяца назад
Hidden fan in forest off on its own, that smashes you into finish across the map through a tube.
@wolverestskyrider
@wolverestskyrider 4 месяца назад
It's all about wall collision. Most/maybe all games work in the sense that the game checks your position every so often. Let's just say every frame. If your speed is enough so that your hitbox would be on the other side of the wall by the time the game checks for the collision then you pass though. It's the whole reason people can glitch through walls almost the same way in every game. So by that logic the more speed the thicker the wall you could pass through.
@justadude7455
@justadude7455 4 месяца назад
I think the two most important questions for making warp speed actually viable - whether for cheese or just teleportation in normal tracks - are: 1. Can you still trigger checkpoints and finishes? 2. Can you effectively slow back down in a short distance (especially after phasing through something)? Maybe front-facing feather blocks would work for this, if slowsters don't? If those are possible (or even if 1 isn't) I think there's a lot that can be done while still allowing you to race like normal afterwards: Phasing through walls (obviously), phasing through other parts of the track, jumping seemingly huge gaps, aim-based tracks - i.e. you line yourself up just before the warp apparatus and it railguns your zeepkist into a wall of non-phasable pieces with one gap that you're going for - the list goes on.
@justadude7455
@justadude7455 4 месяца назад
I launched my game, ran a few quick tests, and then inevitably encountered a crash, but I did confirm a few things, for anyone curious: A. You _can_ phase through things at a much, much, lower speed. I think I sometimes got through a block at somewhere between 1000 - 2000; "sometimes" being the operative word. As other comments have pointed out, and as you might expect, the chance of phasing through objects seems proportional to the speed you travel at, and when traveling at low-ish speeds (relative), the mechanic is hugely inconsistent even in the same test environment. B. Also as many likely suspect, phasing through objects isn't limited to solid obstructions - i.e. it is entirely possible to phase through checkpoint, finish, etc. trigger areas. I imagine it's also possible to phase through any solid object, though I only tested boulders and basic track pieces - I think Dapper's attempts failed because of a lower speed, more complex object meshes, and the objects being too close to the slowster; something I also had issues with. C. I have no idea what the best way to slow down is. I had some success when my speed was within the thousands, but that's just because I'm less likely to phase through things. Because phasing seems indiscriminate, you can easily phase through the slowsters/feather blocks/whatever that are meant to slow the Zeepkist down, so I have no idea how you might ensure a Zeepkist phases through a wall while also ensuring it doesn't phase through what comes after. In theory adding a million slow blocks and hoping one of them works will greatly increase your chances, but that's all still chance-based.
@tickytickytango5634
@tickytickytango5634 4 месяца назад
If the number is indeed in km/h, then it would need to read 1,079,252,848 for you to be going at light speed. Oh yeah... you definitely broke that. Looks like the fastest you were going in the first test was 33,317,830,000,000,000. That's about 30,871,200 times faster than the speed of light.
@mammalianmolasses4724
@mammalianmolasses4724 4 месяца назад
Gotta love it when your speed is in scientific notation.
@crmr2728
@crmr2728 4 месяца назад
I'm sure Yannic will be happy to see Zeepkist turn into Glitchkist.
@tukanthemechanic5509
@tukanthemechanic5509 4 месяца назад
I think that the reason behind not being able to phase thru the rocks, CP and the coin is the complexity of the mesh. The wall is just a mesh made from 2 triagles, but the CP is curved so there is much more triangles to hit.
@chiquilloneal
@chiquilloneal 4 месяца назад
Next episode, Dapper discovers parallel universes in Zeepkist. 10 years from now he'll have a 4 hour video explaining every glitchy bounce in the game.
@livedandletdie
@livedandletdie 3 месяца назад
He'll change his name to Dapperkoek2012...
@TARDISES
@TARDISES 2 месяца назад
An up press is an up press, you can't say it's only a half
@yeaglaceshorts546
@yeaglaceshorts546 4 месяца назад
I think what happens is the speed is how many pixels you go per frame, meaning at one speed, you are teleporting 1 pixel every frame. So, at a high speed you are just teleporting. It you line the propsup perfectly I think you can teleport through anything. Idk tho
@DustyRed762
@DustyRed762 4 месяца назад
Try phasing through the checkpoint the normal way you'd go through. I'm curious to see if you go fast enough if the checkpoint won't register. You might be able to essentially force a missed checkpoint by very briefly accelerating the car until it's through the checkpoint and then slowing it again. This could allow some cheese where you have to go backwards through the checkpoint or something to even get a time.
@SaiakuNaSenshu
@SaiakuNaSenshu 4 месяца назад
I'm assuming, you'd have to ask dev about.It's doing a check when it interacts with the wall to check to see if it's a fazeable wall and it's just taking too long to say no so it just goes right through it
@SaiakuNaSenshu
@SaiakuNaSenshu 4 месяца назад
I'm guessing the ghost wall is a property tacked on to the object
@godzillaridergamer7595
@godzillaridergamer7595 3 месяца назад
ohhh, you know what probably happened? It probably uses binary to hold the value for speed, and the braking force probably causes it to wrap around
@JRDNARS
@JRDNARS 4 месяца назад
I have the perfect idea. You make a map purely of shortcuts and they you have a regular plain boring path that doesn’t have anything special but all of the shortcut paths lead to a different ending and just before the checkpoint they just get “sent to the shadow realm” reactions would be so funny😂
@Agayek
@Agayek 4 месяца назад
for what it's worth, it looks like there's a specific window of noclip when you hit the slowster. Stuff needs to be sufficiently far enough away from it that the cart has time to enter this window, but not so far that it exits the window before reaching it. You placed the checkpoint significantly closer than the block was, so I'm betting if you just moved it back 10-15 units, you'd probably be able to phase through it. The part I'm really curious about though is if you turned the checkpoint 90*, so you're driving like normal, and this weird glitch happens, does the checkpoint actually get counted? Could make for some fun track design that really confuses people when they realize they have to keep looping around on different layers of the track and have to go through the same checkpoint 3+ times to get credit, or have a secret cheese that lets you skip the slowster and get credit right away.
@MMJtaPenguin
@MMJtaPenguin 4 месяца назад
Maybe becasue of the slowster force being so high, it make your speed negative, so it moves you backwards instead.
@Javiolanti
@Javiolanti 4 месяца назад
3:14 Dapper, I think what's happening is that with the first few tracks, your cart will inherently decelerate to a 'top speed'. While the one that just went extremely high was never given the opportunity to decelerate, probably due to how the stoppers work. Could you try some of the first ones with frictionless tracks/ice?
@JoshuaGanoTyraxLightning
@JoshuaGanoTyraxLightning 4 месяца назад
Maybe use this to jump a hilariously large gap in the road that'd be way too long to jump by ordinary means? :D
@kernkob_
@kernkob_ 4 месяца назад
Fan force is capped at 10000 due to a bug in online that caused extreme lagging of everyone's game. Additionally, there are caps on booster and omni speed and force for the same reson, but negative force on omni boosters are still uncapped.
@subatomicquark9510
@subatomicquark9510 4 месяца назад
I have a feeling that when you went through the wall it was just from the pure speed from the fan and didn't have to do with the slowster
@Sharzer_
@Sharzer_ 4 месяца назад
BABE WAKE UP A NEW DAPPER VID HAS DROPPED!!
@AlexHusky1
@AlexHusky1 4 месяца назад
That’s funny 😂
@Vtarngpb
@Vtarngpb Месяц назад
3:33 “They’ve gone Plaid!!” -Barf
@thoughted6069
@thoughted6069 3 месяца назад
Short version: Large number accelerates you and speed lets you noclip. Here's the long version, sorry... What I believe the slowsters are doing is giving you a negative acceleration based on the force as long as the current speed is above the max speed. When a computer deals with large numbers sometimes sometimes it loops back on itself turning a large positive number to a large negative number. So when the slowster slows the player down by that large number instead of applying a large negative force to the player stopping them it instead gets converted to a positive force accelerating the player further. When the game does physics calculations it generally doesn't raycast to detect if you went through any objects. This saves compute time but creates some inaccuracy especially for fast moving objects and/or small objects. Because of this optimization your car is behind the wall 1 frame and the next frame it is passed it. This probably is still the case if you were to drive at a slower speed but with less FPS since the time between frames is much longer allowing you to drive a further distance for every frame as speed is distance * time. Also it appears for the fan speed is maxed at 10000 while the slowster has no max.
@thoughted6069
@thoughted6069 3 месяца назад
You should be able to phase through everything as long as your going fast enough or lagging hard enough.
@APerson-14
@APerson-14 4 месяца назад
Imagine going so fast that floating point imprecision starts to affect your speed:
@Cornshot1
@Cornshot1 4 месяца назад
Loving the return of Zeepkist! ❤
@IIBLADEzI
@IIBLADEzI 4 месяца назад
It looks like you get some air time after passing through the wall. Could you perform a chain of it to gain height (maybe taller/longer walls increase the height you get?) to an otherwise unreachable path?
@johanferreira2721
@johanferreira2721 4 месяца назад
Was my thought as well. Speed staircase
@AlexHusky1
@AlexHusky1 4 месяца назад
If you buy a fixed ramp on the level one first edit thing
@kaloncpu57
@kaloncpu57 3 месяца назад
Crazy stuff Also, I at 2:10 it looks like the fan force is already set back to 10k, so that might be the maximum value. Even though you're allowed to type in a higher number (and it shows the higher number), once it really goes to put the fan in the level, it might bring it back down to the 10k maximum
@AllStuffofWonder_YT
@AllStuffofWonder_YT 2 месяца назад
3:17 For reference that number was around 33 QUINTILLION at it’s highest (after thousands, after millions, after billions, after trillions, after even QUADRILLIONS) We need something to stop the player from A: flying into oblivion B: going 33Qi Mph C: stoping almost completely and we need A: a booster that will launch us at light speed B: a slowster that will slow us down from light speed to around 40-100
@nickmartin8027
@nickmartin8027 4 месяца назад
Well seeing as light speed is exactly 1,079,252,848.8 Km/h and i saw 11519445190089874 and you said these are Km/h soooo yeah you went faster then speed of light..... According to zeepkist
@Jirodyne
@Jirodyne 4 месяца назад
I imagine the walls have a special coding with them that is different than an object. An object, no matter how fast you do, you hit you immediately stop. Maybe the wall riding code? Can you wall ride on objects? Anyways. Something in the Wall code is breaking when you move too fast. Most likely.... It might be a coding issue I've seen with Mario 64. Namely, the wall will try to stop you from going forward. BUT only if getting 'hit' and 'stopping' prevented you from moving within a certain distance. So if the wall is 20 feet thick, if hitting it would prevent you from moving forward within that 20 feet, it stops you. But if your moving too fast beyond the 20 feet, you 'teleport' behind it and keep moving forward. But an Object would be hard coded, if you hit it, you stop. Period. No other checks beyond 'Was object hit, yes/no.' This is why I question about the wall riding ability. Cause there might be checks for the wall code where it doesn't just stop you immediately. So you glitch through it with enough speed. Mario 64 had the same kind of coding with it's object and walls, where it will stop you, if you would have stopped in the wall during the 4 animation 'steps' Mario takes when it takes 1 step. But if you're moving so fast that even 1 of the 'four animations' is on the other side of the object, you teleport and complete the 'step' on the otherside, teleporting behind walls and object. As for the Stop Force. I'm willing to bet the answer has to do with Negative Numbers. Cause it's always Negative Numbers. Devs never account for and add in negative numbers. Example, again, being Mario 64. When Mario is moving forward, he is going positive speed. But if he is facing forward, and somehow moves BACKWARDS, something normally impossible in the game, he moves at Negative Speed. And there are Limits in the game for Possible Speed that mario can't go beyond. But they didn't put the same limits on Negative speed cause "It's impossible to do". Well speed runners found a way to build speed by jumping backwards at certain spots and angles, and yeah, no limits lets them teleport through walls, objects, and move at uncapped speeds so fast they literally enter parallel universes. That isn't even a joke, or misdirection, it is LITERALLY called PUs xD. The RU-vidr Bismuth has a great video on it called "Super Mario 64 Tool-assisted speedrun world record explained" Which is about 40 minutes long, and talks about the Negative speed, PUs, and so on. And if you want more insane Mario 64 coding stuff, pannenkoek2012 has a 3 hour and 45 minute long video explaining in great detail about Invisible Walls in the game titled: "SM64’s Invisible Walls Explained Once and for All" Both are very Fascinating to watch and learn from. Not just for Mario 64 'lore', but general coding as well, as it shows how some very basic 'coding' can seem air tight and perfect, but some very minor mistakes can have very grave consequences in the game. In this situation, putting limits on Positive speed, but I bet if the Speed is Negative, there is no limit and things get wonky very fast.
@AlovicGrim
@AlovicGrim 4 месяца назад
Of course if I may theorize what's going on, it seems to me that the speed you launch yourself with the fan, along with the math of the slowing x, may clash and provide with a negative number which then is calculated into the game as a positive, thus pushing you faster than before. And going off of what I know of topology and people speedrunning older games, I believe you can go through the block but not the checkpoint due to the amount of polygons of different angles it has to calculate going through, while a cube you'd only be going through 2 faces, a curved object that looks smooth has a couple 100 faces, vertices, and edges to calculate. If you can line up multiple cubes and walls to see how many you can go through, while also checking to see if you can even count checkpoints at such speeds, you may be able to make a linear track with a railgun cheese, just shooting through underground, at such speeds it could theoretically be so extreme of a speed it may just collect all checkpoints and finish in a single second. (Of course getting to the cheese area and making sure to line up correctly to go through each wall and checkpoint would be a factor, but that would be so much faster than doing the swervy track it would be above ground.
@Temporary_yesyes
@Temporary_yesyes 4 месяца назад
the max speed I saw was 33688400000000000kph with lightspeed being 1,079,000,000kph so with simple division we can figure out that you were going over 30 million times the speed of light 33688400000000000kph/1,079,000,000kph = 31,221,872
@electroman7170
@electroman7170 4 месяца назад
Dapper went 33 quadrillion and the speed of light in kilometers (In which google gave me) is1,079,252,848.8 kilometers per hour which is around 1 trillion. So yes dapper, you went lightspeed
@jenniferstewarts4851
@jenniferstewarts4851 3 месяца назад
ok lets see, i got 33 317 830 000 000 000 mph. Now that works out as about 49,682,379c. Now this is kinda of comical because i was trying to figure out speed comparisons... and.. at that speed its 17.85 days from earth to Atlantis. yep, its almost en par with a BC-304 without the ZPM. Faster then any starwars or startrek ship at normal flight speeds.. (i say that because there are always teleports so..)
@MyrkDomolith
@MyrkDomolith 4 месяца назад
You're probably phasing through the wall by just barely passing through its collision detection box when going in. Being vertical and flat, that'd essentially be just a flat plane with 0 depth. On the way out, the game probably just doesn't care, since you're headed "away" from it anyways. Probably. If you boost your speed even more, you could phase through the checkpoint, rocks and other stuff. I'm willing to bet you could probably skip checkpoints by going through them fast enough- likely the same speed as the wall. Perfect for fake shortcuts.
@steeljawX
@steeljawX 4 месяца назад
Dapper, you keep going on about something faster than the speed of light. Your build up tests just show your character being beaten into submission by speed and physics and you added more 0's. So does this mean you've found the Speed of GrayStillPlays? Also I'm just going to say you've done yourself in with this video. You could have done a video explaining this after you made a track for the boys using this either as a trap or some kind of cheese (like stacked checkpoints and a goal right behind a wall.) Now anytime anyone sees 2 stop sticks they're going to to know something is up. You've created a munster!!! Sorry...........I'll leave.
@AlexanderBurgers
@AlexanderBurgers 3 месяца назад
you topped out at 3.33e16 at 3:16, which is about 30.8 million times faster than the speed of light at 1.08e9 (both in km/h) Seems to also be consistent with the fan setting, 10k --> 3.3k, 1e17 --> 3.3e16
@philash824
@philash824 4 месяца назад
3:19 You were apparently going 9000 trillion kilometres per second (that’s 15 zeros, I rounded down to make my life easier) which is 8,339,102.4 times the speed of sound
@snowyneko3043
@snowyneko3043 4 месяца назад
i think what happened was the stopper's force being so high (1E+17), it would overflow and go to negative numbers which would boost you like crazy, and having 2 of them would multiply it like crazy. thats my guess
@BeefTechnology
@BeefTechnology 4 месяца назад
33,317,830,000,000,000 km/h Divided by 1,079,000,000 km/h (speed of light) Is equal to 30,871,199.5 times the speed if light
@bobbobert9379
@bobbobert9379 4 месяца назад
I think hitting such a high speed then a stop block essentially creates a situation where an unsigned number is being subtracted 2 times at once, eg the slowdown for the block happens as the slowdown to get back to 220 is happening because its so fast, so you end up subtracting from 0 on an unsigned number, which causes an overflow to the maximum value possible on the computer. If the nunber is stored as double thats 2^64-1 = 1.8446744e+19, but it depends on the data type.
@Poldovico
@Poldovico 4 месяца назад
I'm assuming Zeepkist speed is in km/h. At speed 200, the game looks too slow to be m/s, and I can't imagine Yannic would have gone to the effort of converting to imperial units. That is assuming the size of things in Zeepkist is at 1:1 scale of meters to Unity units, otherwise all bets are off. The speed of light in km/h is about a billion. On the earliest frame I managed to pause, you were going about 33 quintillion, which if my assumptions about units of measurement are correct should be equivalent to 33 billion times the speed of light. At that speed, you could cross the entire diameter of the observable universe in a little under three years.
@adamsmall5598
@adamsmall5598 4 месяца назад
integer overflow bug maybe. Maybe the code that records speed goes from 0 speed up to whatever maximum that unit type holds. The slow block may have slowed the car to below zero. In some computer number types, that would effectively set the speed at maximum. and the max values of most data types is very very high. Think of it like this: you have a dial that operates a fan. the dial has numbers zero to ten around the edge. if you are at 5, and subtract one, you go to 4. again, to 3, then 2, then 1, then 0. subtract one more, you turn the dial back to 10. Or, think of it like an analog clock face. going backward from one o clock, you get 12 o clock.
@Madnessnunky
@Madnessnunky 4 месяца назад
It's probably an overflow error along with tick-based physics. If you go fast enough, the frame it checks for collisions is bypassed and you phase through the object. Depending on your speed, I'd bet you could phase through much larger items if you could tweak the speed just right. The slowster is probably similar in that you hit it going so fast that the overwhelming deceleration force goes negative and you get hyper launched instead. I'm curious what would happen if you hit the hyper slowster going a normal speed. Would it still launch you? At what minimum does the lightspeed kick in? If you set up a large grid field of regular slowsters after the hyperspace launch, will they be able to stop you?
@tombroad9239
@tombroad9239 4 месяца назад
I'm not sure, but I think this means the slowsters were more important in this exploit than the boosters...? Somehow, at 100 force, they slowed you down to a more reasonable speed, but at higher force, they allowed you to break the game's soft-limits and do crazy stuff. It might be worth testing different values of booster vs slowster independently. Maybe there are exploits made possible entirely by the slowsters at crazy high force, disregarding the actual speed?
@mistertechnik
@mistertechnik 4 месяца назад
I guess a slowster with such a high value (negative acceleration) causes an integer overflow on the speed which makes it to the biggest possible integer, so maybe you wouldn't even need to have high speed for that effect to work. For phasing through objects you probably need a very high speed (at least >1 or 10 thousand) so the game doesn't register the collision. But the more complicated/multilayered objects have more faces to collide with so the chance that the game recognizes at least one of these is higher. But more speed would probably help with that. I would advice to have the collision within the fan range since the deceleration won't help. I'm very much looking forward to seeing your maps involving these mechanics
@KalijahAnderson
@KalijahAnderson 4 месяца назад
Congrats on 200k subs. I would love to help you with the experiments. I understand most of what's going on in this video. Calculation overflow and distance of ticks results in speeds that get you past the obstacle before the next tick. I don't seem to have a way to DM you through here, but if you have a way and want some help, I'm more than happy to hop in a Discord with you to help you out.
@josephkrug8579
@josephkrug8579 4 месяца назад
What about a track with lots of pipes, curves, real slowsters and acceleration spots, with one of the super fast ones mixed in for an area that makes no sense to drive through but if you hit it, launches you into the finish...ie a multiple path kind of track, but one of them..some of the super launchers launch you to nowhere, etc. You could also add in some of your favorite trigger traps too, so if you dont hit some spot on the track it launches you into a coin etc and just kills you.
@DaejinTye
@DaejinTye 2 месяца назад
First idea: Find what set-up gets you through the wall you intend. Then, make 3 shortcuts of that type in place, except 2 of them have the impassable coin hidden in the wall to make them crash, while the 3rd one works as intended. Second idea: Figure out if you can do a controlled launch like you did off the checkpoint and hide a finish WAY up there and cheese the body toss into it.
@reddor2737
@reddor2737 4 месяца назад
Dapper get the gang back together and do some cheese with that teleport
@SG_01
@SG_01 4 месяца назад
I played with this a bit in the editor, and it's very fiddly, requiring some pretty precise speeds to get it to work, but I did manage to make it teleport through both the podium and the finish line. I ended up making a little level with this concept I called "Lanceer Controle" because of the inspiration here ^_^ Well that and me wanting to support a fellow Dutch game dev.
@yohoki4642
@yohoki4642 4 месяца назад
I think the issue you're running into is that the objects you're trying to phase through are too small. Your zeep is not moving like you normally would in the real world. Instead, it basically teleports each frame and checks if it collided with anything in it's new position. Normally, this teleport would be a few pixels ahead at a time. But at the speeds you're moving that teleport is pretty big. For the big block, the collision checks probably only happen at the paper thin walls. The walls are so thin that at one frame you're fully outside the wall, and on the next you're fully inside of it. Since the cube is so big, there's room for your zeep several times before the next wall and there's room for your head to fit inside. For the rocks, coin and checkpoint, there's not a "safe place" inside of them like the cube. So unless you make it completely through in one step, you collide. You can test this and see if that's what's happening. Set the cube up and put it in a place that you can phase through with no input. Then, move it sideways on the track so that there's an entire edge along the middle of the track. If you get stuck in that cube where you would have phased through, your steps are too small and need to speed up. If not, it's something else.
@Gnordlan
@Gnordlan 4 месяца назад
Track. No check points. Giant finish line 20 km away. It's a well hidden cheese to line up the turbo and the stopper. Stopper is super visible, so everybody else avoids it.
@Chris-liwymi
@Chris-liwymi 4 месяца назад
Bro then you hit bubble block with max speed… with a ramp and…. Who knows.. edit: planet hopping. You ramp onto another planet drive hit the boost and fly to another planet etc. I understand this concept would probably be way too hard to pull off, but it would be hilarious.
@GeekOfAllThings
@GeekOfAllThings 4 месяца назад
I hope you get to use this as a trap before the other guys watch this video. Although, you're going to have to test if this works in multiplayer. Maybe name the track "Photosensitivity Warning" just in case, unless you can prevent the flashing. You should check to see if it counts as a finish if you go through it at light speed. If it doesn't, that would make a good trap. If it does, it's a good way to confuse players at the end. Definitely use the wall phase as a cheese on some map. I really want to see how the dev reacts to this unprepared.
@K3wlG33k
@K3wlG33k 4 месяца назад
You definitely can trick people with a fake shortcut like this I think. First, put up a false wall with a short track going through that players will release a sense of dopamine for finding only for them to speed up suddenly and slam into a physical wall. However, if they are able to drive over a small part of the shortcut that has a hidden slowdown w/ a high stopping rate, only then will they be able to phase through a utilize the shortcut. Having it set up like this will just make it seem like the shortcut is a lie and troll the hell out of racers. That is, only if I'm understanding how this glitch is working.
@Lake_Filter
@Lake_Filter 4 месяца назад
Would be interesting if you could phase through a ramp. Make a track that runs back to that ramp and jump to finish, then tell everyone that it's a new semi-penetrable block.
@TheY0ghurt
@TheY0ghurt 4 месяца назад
I've experimented a little bit with this as well, I think it comes down to collosion only being checked at the edges of objects. A primitive square will have a wafer thin wall to phase through, and once you are inside the block you can drive around freely. Then you need to phase through the wall on the other side as well. My suspicion as to why this does not work with the other objects is that they have a much more complex structure which also gives many more, spread out, collision points. This means you would be much less likely to skip collision detection than with a square or flat item. You can test it out by placing the entire track inside a solid cube. You will not even see the cube unless you try to cross the edge to leave it without sufficient speed.
@dibaterman
@dibaterman 4 месяца назад
I'm sure unique patched this already right? I mean he clearly forgot to clamp the force. He should just throw in update a clamp on velocity and angular velocity
@s_tupid1256
@s_tupid1256 4 месяца назад
make a really long warp drive tunnel, then have the fan speed set rlly high and have a long range. then set a couple stops at the end with the same slow fore as he fan force to "disengage warp drive"
@ianbelletti6241
@ianbelletti6241 3 месяца назад
What's happening is a positional glitch. The game does not constantly do collission checks. If the game detects that your path goes through a collidable object that's when it does the check. Your speed is so high in this case that the check locations jump from in front of the wall to behind it. The reason flat verticals seem to work and other shapes don't is because there's more collision surface to check. Don't tell the dev or he'll ruin it by adding an interior check to the collision check. You could trick them with a hyperspeed fake shortcut.
@standardindian
@standardindian 4 месяца назад
Most likely this is an integer overflow/underflow bug in Zeepkist. Or maybe a missing check between the speed and force of the slowster where the slowster subtracts the speed so much the engine wraps the speed around to max of the speed variable.
@archer_of_azure
@archer_of_azure 4 месяца назад
The ultimate shortcut
@FormulaHavocOrland
@FormulaHavocOrland 4 месяца назад
Neeeoooomm
@suedempress
@suedempress 4 месяца назад
I wonder if the insane speed you got from the slowsters are because of some sort of underflow to the speed. Like the negative force of the slowster combined with the fast speed of the kart when it hits the slowster makes the speed go under the minimum limit the speed can go (not 0, but like a really really large negative number) and rap around back to the max number the speed can go.
@bluecreekps3
@bluecreekps3 3 месяца назад
Ok dapster let me tell you why i believe the light speed is happening with the dampeners they are trying to slow the car down with such a high slow down force it turns the speed into a negative that is beyond what the system can handle but since it is unity as long as the value isnt 0 you will still move for example try placing one of the objects you couldn't phase through and scale it so you don't need millions just to cove the back and make something like a barrel so you can tell exactly which direction you are moving Note i believe when the value hits the overflow it is negative so it should be backwards but i am probably mis remembering that
@voidanimates6978
@voidanimates6978 4 месяца назад
if you teleport through a finish, does it finish? if it does, you could make a track that actually does what your friends joke about and set a 1 second time on a 45 second course.
@stroem102
@stroem102 4 месяца назад
You could create a cheese track where you you intentionally crash to complete the track (bypassing all others who takes the track in the ordinary way), your ragdoll goes trough all the checkpoints and the finish in super speed.
@andrewcavallo1877
@andrewcavallo1877 4 месяца назад
Might have something to do with hitting the negative 64-bit integer limit with a brake pad, causing you to cycle back to the highest possible number velocity
@phoenixgrey2829
@phoenixgrey2829 3 месяца назад
My only guess as to why this happens is integer overflow. I don’t know the Unity engine but i know integer overflow is a thing if you don’t account for it.
@TheMXMach
@TheMXMach 3 месяца назад
I am almost sure this is due to Unity Box Colliders vs Unity Mesh Colliders. Mesh Colliders can interact a little bit more differently that the simple collider types.
@JJP1890
@JJP1890 4 месяца назад
Yep looks like your car effectively has no collision for a brief moment and if it entered an object while it has no collision it will wait until it's exited the objects space before regaining collision. On the checkpoint attempt where you exploded it looked like you warped through one side then hit the other. with the rocks you went through the wall then hit the rocks. So one object per warp speed booster. could use this for a really cool start or finish to a race too.
@versuzzero5335
@versuzzero5335 4 месяца назад
Of course, a straight tunnel shortcut. Making it seem like a shortcut is slower but you suddenly teleport to the finish. You just need to make the teleporter super secrety...
@bling_t
@bling_t 4 месяца назад
If you place the checkpoint the normal way, would the game consider that passed?
@briancouchman5658
@briancouchman5658 4 месяца назад
When phasing through walls do you collect checkpoints? Secondary ends? I see a X track where the slow can be clipped by the cross to phase through a block into an end or you can avoid the X to go straight and through a loop and get the end from the other side…
@SuperKoalas7851
@SuperKoalas7851 4 месяца назад
Try using just the stopping block thing without the fan and see what happens (the e17 one) Cuz you were going about e17 speed
@crazyjack3357
@crazyjack3357 4 месяца назад
Obviously, I think of like a spaceballs themed track due to going past light speed and going straight to ludicrous speed
@DarthJangoPwnz
@DarthJangoPwnz 4 месяца назад
Obviously they’re measuring in Zph, or Zeeps per hour! Now how much that is, idk.
@michaelk__
@michaelk__ 4 месяца назад
I remember some showcase map that used the break pads to teleport between a few platforms with checkpoints. Though i believe that came from negative break force or something?
@Guidingsonar
@Guidingsonar 4 месяца назад
The problem with the other things might have been because they were too far or too close to the x (most that failed where on/over the x)
@Dwage27
@Dwage27 4 месяца назад
Can you phase through a vertical track piece? So you make a track that looks impossible but actually isn’t with loops that aren’t offset at all?
@catdisc5304
@catdisc5304 4 месяца назад
could the slowster boost just be some integer underflow? like it's slowing you so much the number just wraps around and hits the upper limit
@atomicsven1018
@atomicsven1018 4 месяца назад
Idea: a seemingly normal track but the beginning has a shortcut where you use this method (followed by ghost blocks after so you dont die in the wall) to cut straight through the first half of the course or so
@matichribar5823
@matichribar5823 4 месяца назад
Video idea: make a track with a hidden shortcut like normal. But also make a second cheese using the lightspeed. So people think they found the cheese, but there is another one.
@Herdmaker
@Herdmaker 4 месяца назад
Make a maze, where the ending is the warp through the block but it looks like a dead end. So on a first go through it would seem there is no way out. Unless they hit the booster at the right angle I guess :P
@MrPieguyDaBoss
@MrPieguyDaBoss 4 месяца назад
You have to make this into a fake cheese players would be so confused unless they watched this video but maybe save this for a future map you make or better make the track seemingly "end" at a wall
@DAKRACKEN123
@DAKRACKEN123 4 месяца назад
Perhaps some sort of map where you have to crash at the end to throw your body into a finish up in the sky. I wonder if the size of the block affects the phasing, or if its some property other than distance allowing it. lots to test and science it could still lead to a small warp distance
@lllooooooppp
@lllooooooppp 4 месяца назад
Make a shortcut that allows you to pass thru one of those insane walls, go like 1k out with the track and badaboom. Cheese warpdrive
@0megaming
@0megaming 4 месяца назад
It could be a secret entry to a cheese pipetrack, that goes below all checkpoints (the long ones for the depth, but put in as normal ones on the surface) and gets you an insanely short time ^^
@DrSpecialful
@DrSpecialful 4 месяца назад
What I’m thinking is get the fan speed then bend the track to point straight up before the slowster. Then just see how long it takes to land. Or other experiments.
@atraunam3223
@atraunam3223 4 месяца назад
I suspect the light speed was caused by the slowster being set too high and causing an integer overflow, so you ended up with a slowster with a massive negative strength turning it into a speed multiplier.
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