Can You Break LIGHTSPEED In Zeepkist?
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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
Ай бұрын
Troll cut,,, 😂
@0megaming
Ай бұрын
*singing* "secret tunneeeeel....." XD
@hayden6359
Ай бұрын
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
Ай бұрын
@@hayden6359 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.
I didn’t know zeepkist simulated time dilation lol
@rishabhaagarwal-cv5rd
Ай бұрын
Ikr
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
Ай бұрын
What's matter Cournial Sanders- CHICKEN?
@DaysofElijah317
Ай бұрын
Warp 3.5
@christopherharsch4352
Ай бұрын
Buckle this. Ludicrous speed! Go!
@connorallgood0922
7 күн бұрын
It's Jam!
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
Ай бұрын
Burrito?
@danmaardeze
Ай бұрын
@@Ekipsogel No, Burritto. Because he forgot the T in zeepkist
@ttry1152
Ай бұрын
Yannic is fun tho he will laugh then patch it
@BLKBRDSR71
Ай бұрын
@@ttry1152 I think Yannic may exploit this. Maybe he might let it pass if it don't wreck the game too badly.
@acgaming007
Ай бұрын
ah yes, the *wrap* drive in *zeepkis*
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
Ай бұрын
I was looking for a comment with the same idea as me. The stop pads just stop too much for the speed
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
Ай бұрын
Spoken like a true scientist 🧑🔬
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
Ай бұрын
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
Ай бұрын
@@thatonegamer5937everyone knows light doesn't move at a constant speed
@LegoGoblin
Ай бұрын
@@FoxDog1080 my pet hamster named Everyone does not in fact know that.
@FoxDog1080
Ай бұрын
@@LegoGoblin it will after you tell it
@ducewags
Ай бұрын
@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.
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?
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.
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
Ай бұрын
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.
Hidden fan in forest off on its own, that smashes you into finish across the map through a tube.
Gotta love it when your speed is in scientific notation.
perhaps its time for some hidden wall phasing cheese
@BLKBRDSR71
Ай бұрын
I smell cheddar...
I'm sure Yannic will be happy to see Zeepkist turn into Glitchkist.
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
7 күн бұрын
He'll change his name to Dapperkoek2012...
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
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.
Imagine going so fast that floating point imprecision starts to affect your speed:
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😂
Loving the return of Zeepkist! ❤
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.
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.
It's kind of cool how smashing into rocks and things at such speed launches the character straight up into space. Maybe that could be used for an ending to a track.
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
@kendallguier1378
Ай бұрын
I'm guessing the ghost wall is a property tacked on to the object
Ludicrous speed, go!
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
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.
Hide these in a 'wind tunnel' course so that touching a bad floor or bad spot just violently launches you into a wall.
Dapper casually inventing Ludicrous Speed in Zeepkist
My favourite videos are the ones where you get Kosmo to go “oh Dapper” like when you were playing motor town and he spotted you following them in your rented Lamborghini. I’m easily pleased
Time would in fact slow down nearing light speed. Good job Unity.
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?
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.
slowster that people avoid, but interacting with the slowster gives a shortcut
Troll track time! This is awesome
4:00 the zeeplorer 1 has entered the BROWN Zone
The speediest shortcut
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
Dapper get the gang back together and do some cheese with that teleport
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...
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 ^^
It's essentially a speed check for a shortcut. If you don't get the booster, you can't go through the wall and you have to take the long route.
Fake semi hidden but obvious enough shortcut to confuse the heck out of people
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.
I hope we get to see Yannic's reaction to this being used eventually :D
Whatever you do, I'm looking forward to Yanic's reaction to it
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.
Dapper i’m probably gonna steal this for my first Zeepkist level
Maybe use this to jump a hilariously large gap in the road that'd be way too long to jump by ordinary means? :D
Obviously, I think of like a spaceballs themed track due to going past light speed and going straight to ludicrous speed
How the cheese master comes up with his cheese.
This is madness. You trying to give Yannic nightmares? XD
The ultimate shortcut
@FormulaHavocOrland
Ай бұрын
Neeeoooomm
Dapper entering the 4th Dimension
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"
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.
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
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.
Maybe becasue of the slowster force being so high, it make your speed negative, so it moves you backwards instead.
BABE WAKE UP A NEW DAPPER VID HAS DROPPED!!
@AlexHusky1
Ай бұрын
That’s funny 😂
Ooookay, Dapper has done it. Completely broke the game.. Goob job :p
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
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
It's legit been so long since youtube sent me your notifications
this would be the perfect troll, a shortcut to the shadow realm. lol
You found the fabled Zeepkist back rooms
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.
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.
Raise arms becomes "tear off arms"
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.
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.
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.
i think the reason the booster plus stopper does that is the negative force applied against the positive
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?
It'd be funny to make that into a track that's for anyone AFK. If they're truly away they'll freak out when they come back
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
14 күн бұрын
You should be able to phase through everything as long as your going fast enough or lagging hard enough.
Definitely need a Kessel run map
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
Idea : crash into the cp and have your character finish in an unreachable finish... like a "space themed" track with finishes as stars ?
can easily make hidden cheese harder to find. as long as they don't find the fan the cheese might stay hidden
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.
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
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.
Zeepspeed, lets go.
More Zeepkists!!!
I gave my friends seizures with fake shortcuts!
Put a finish high above in the air so that you have to turbo boost into a slowster and essentially fling your dead body through a finish
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.
Make a shortcut that allows you to beat your map instantly on a map that takes a few minutes to beat then absolutely shock your friends with 1 second times
If you buy a fixed ramp on the level one first edit thing
You can do some crazy cheeses with that
Bro went so fast he slowed down time
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.
9:53 cheese confetti
Or also from the move wreck it Ralph you can have walls that you phase through that only you know about easier to hide shortcuts
Ludicrous Speed!
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)
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.
I wonder if you can go super speed into a tube network for some 0.1 second finish time cheese.
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.