thank you so much but i have a question, can you disable the speed acceleration and the big jump ? and add LJ (and CJ if possible) function to the plugin and can you add enable/disable key ?
I'm unfamiliar with the differences in movement between CS 1.6 and HL1, but the same principles should apply. LJ isn't a "function", it's simply a technique that uses air acceleration to gain speed.
There is no "speed acceleration"; you only gain speed through air acceleration (moving your mouse smoothly in the same direction you are strafing). You can confirm this by simply holding forward and jump and noticing that your speed does not change at all.
The big jump (trimping) is already toggle-able in the config.
People are using this on my server as a speed hack ¬¬
That's just how Minecraft works. There's very little enforcement of 'valid' movement server-side. Minecraft basically only checks that you're not obviously teleporting; the rest it just completely leaves up to the client.
I think he is talking about CPM movement. Challenge Pro Mode is a mod for Q3A that combines movement of Q1, Q2 and Q3A which actually creates even more tricks and jumps that you can do. A newer upcomming arena fps named Reflex also uses CPM movement and they even added a triple jump.
You can check the movement here:
For this mod I havn't testet it yet but the strafing in general looks cool. Do you only use strafes where you have to keep holding down "W" to keep your speed or do you also feature the quake 1 style where you don't use "W" and only strafe with "A" and "D" + mouse movement?
Also the water sharking and the huge vertical jumps seem overpowered imo.
Right, but I'm not sure how that style of double jumping could be implemented. Blocks are all the same height, so there's no variability in timings between jumping up any given block height. Double jumping relies on variable heights or sloped surfaces, as two jumps have to be within a certain time window to perform one. In Minecraft, all jumps up a single block would need to either be a double jump or none would.
I'm familiar with CPMA movement, but that's not what this mod implements. This mod is based mostly on Quake 1 and Half-Life 1's movement implementation. So, yeah, it's the "don't press forward" style.
Whatever you don't like you can disable in the config. I'm not at all concerned with balance, though; I only made this mod because it allows a style of movement that I have grown to love and I find it hard to play any game without it.
---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.
Time: 05.01.16 21:19
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/common/config/Configuration
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:516)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:414)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:326)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/common/config/Configuration
at squeek.quakemovement.ModConfig.init(ModConfig.java:66)
at squeek.quakemovement.ModQuakeMovement.preInit(ModQuakeMovement.java:23)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:514)
... 10 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.common.config.Configuration
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 39 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
It doesn't seem like you have Minecraft Forge installed, or are using an extremely old version. Download a recent 1.8 version here: http://files.minecraftforge.net/
Since I'm coming from the HL1 camp, is there a chance for Wallstrafing to be added?
Curiously, I had never looked into what makes wallstrafing work in HL1/HL2. Looks like it's the same code that allows rampsliding (ClipVelocity). In theory, it might not be too hard to add--just need to add an extra step to detect colliding walls and alter velocity accordingly. However, that might be easier said than done. I've created an issue for it, but I'm not sure when I'll get around to it.
As soon as I saw this awesome mod, I set out to fix it. If you don't understand what I mean: Valve's attempt to fix Bunny Hopping created an even faster method of movement: Accelerated Backwards Hopping. At full capacity, (Accelerated Backwards Hopping is long for ABH) ABH is about six times faster than Bunny Hopping. I wanted to create that, but when I started, I had no idea what I was doing. I still love your mod, but I want ABH integrated in Minecraft. If by any reason you see this comment, I fully appreciate your attention. In case your wondering, here is how to ABH:
Step 1: Walk Foward
Step 2: Jump
Step 3: While in mid-air, turn around
(Step 3.5: In the game, you would crouch)
Step 4: Spam/time your clicks to jump right before landing.
Step 5: Enjoy incredible speed/being called a hacker.
As soon as I saw this awesome mod, I set out to fix it. If you don't understand what I mean: Valve's attempt to fix Bunny Hopping created an even faster method of movement: Accelerated Backwards Hopping. At full capacity, (Accelerated Backwards Hopping is long for ABH) ABH is about six times faster than Bunny Hopping. I wanted to create that, but when I started, I had no idea what I was doing. I still love your mod, but I want ABH integrated in Minecraft. If by any reason you see this comment, I fully appreciate your attention. In case your wondering, here is how to ABH:
Step 1: Walk Foward
Step 2: Jump
Step 3: While in mid-air, turn around
(Step 3.5: In the game, you would crouch)
Step 4: Spam/time your clicks to jump right before landing.
Step 5: Enjoy incredible speed/being called a hacker.
Thank You
Haha, I never knew why ABH works. As far as I know, there's no public implementation of ABH--bunnyhopping is not 'fixed' in the default Source SDK code. So, you'd basically have to try to mimic the effects. My suggestion would be to add a method in QuakeClientPlayer named something like hl2_ApplyABH() and then call that from within quake_Jump(). hl2_ApplyABH() should do the following:
I'm unfamiliar with the differences in movement between CS 1.6 and HL1, but the same principles should apply. LJ isn't a "function", it's simply a technique that uses air acceleration to gain speed.
There is no "speed acceleration"; you only gain speed through air acceleration (moving your mouse smoothly in the same direction you are strafing). You can confirm this by simply holding forward and jump and noticing that your speed does not change at all.
The big jump (trimping) is already toggle-able in the config.
People are using this on my server as a speed hack ¬¬
That's just how Minecraft works. There's very little enforcement of 'valid' movement server-side. Minecraft basically only checks that you're not obviously teleporting; the rest it just completely leaves up to the client.
Double jump meaning what, exactly?
Right, but I'm not sure how that style of double jumping could be implemented. Blocks are all the same height, so there's no variability in timings between jumping up any given block height. Double jumping relies on variable heights or sloped surfaces, as two jumps have to be within a certain time window to perform one. In Minecraft, all jumps up a single block would need to either be a double jump or none would.
I'm familiar with CPMA movement, but that's not what this mod implements. This mod is based mostly on Quake 1 and Half-Life 1's movement implementation. So, yeah, it's the "don't press forward" style.
Whatever you don't like you can disable in the config. I'm not at all concerned with balance, though; I only made this mod because it allows a style of movement that I have grown to love and I find it hard to play any game without it.
plez halp
---- Minecraft Crash Report ----// Surprise! Haha. Well, this is awkward.
Time: 05.01.16 21:19
Description: There was a severe problem during mod loading that has caused the game to fail
net.minecraftforge.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraftforge/common/config/Configuration
at net.minecraftforge.fml.common.LoadController.transition(LoadController.java:162)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:516)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:414)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:326)
at net.minecraft.client.main.Main.main(SourceFile:120)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoClassDefFoundError: net/minecraftforge/common/config/Configuration
at squeek.quakemovement.ModConfig.init(ModConfig.java:66)
at squeek.quakemovement.ModQuakeMovement.preInit(ModQuakeMovement.java:23)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:515)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.preinitializeMods(Loader.java:514)
... 10 more
Caused by: java.lang.ClassNotFoundException: net.minecraftforge.common.config.Configuration
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 39 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.8
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 157702320 bytes (150 MB) / 285786112 bytes (272 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.10 FML v8.0.20.1023 Optifine OptiFine_1.8_HD_U_C7 6 mods loaded, 6 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{8.0.20.1023} [Forge Mod Loader] (fml-1.8-8.0.20.1023-1.8.jar) Unloaded->Constructed->Pre-initialized
PlayerAPI{1.4} [Player API] (minecraft.jar) Unloaded->Constructed->Pre-initialized
DamageIndicatorsMod{3.3.2} [Damage Indicators] (Damage-Indicators-Mod-1.8.jar) Unloaded->Constructed->Pre-initialized
Squeedometer{1.0.3} [Squeedometer] (Squeedometer-mc1.8-1.0.3.jar) Unloaded->Constructed->Errored
Squake{1.0.1} [Squake] (Squake-mc1.8-1.0.1.jar) Unloaded->Constructed->Errored
how you see the blocks per second??
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2181009-squeedometer-adds-a-speedometer-to-your-hud
It doesn't seem like you have Minecraft Forge installed, or are using an extremely old version. Download a recent 1.8 version here: http://files.minecraftforge.net/
Curiously, I had never looked into what makes wallstrafing work in HL1/HL2. Looks like it's the same code that allows rampsliding (ClipVelocity). In theory, it might not be too hard to add--just need to add an extra step to detect colliding walls and alter velocity accordingly. However, that might be easier said than done. I've created an issue for it, but I'm not sure when I'll get around to it.
Awesome, been looking for this for a while and very glad to see it's up to date.
As soon as I saw this awesome mod, I set out to fix it. If you don't understand what I mean: Valve's attempt to fix Bunny Hopping created an even faster method of movement: Accelerated Backwards Hopping. At full capacity, (Accelerated Backwards Hopping is long for ABH) ABH is about six times faster than Bunny Hopping. I wanted to create that, but when I started, I had no idea what I was doing. I still love your mod, but I want ABH integrated in Minecraft. If by any reason you see this comment, I fully appreciate your attention. In case your wondering, here is how to ABH:
Step 1: Walk Foward
Step 2: Jump
Step 3: While in mid-air, turn around
(Step 3.5: In the game, you would crouch)
Step 4: Spam/time your clicks to jump right before landing.
Step 5: Enjoy incredible speed/being called a hacker.
Thank You
Haha, I never knew why ABH works. As far as I know, there's no public implementation of ABH--bunnyhopping is not 'fixed' in the default Source SDK code. So, you'd basically have to try to mimic the effects. My suggestion would be to add a method in QuakeClientPlayer named something like hl2_ApplyABH() and then call that from within quake_Jump(). hl2_ApplyABH() should do the following:
- Check the players horizontal speed (QuakeClientPlayer.getSpeed()) to see if it's above some 'speed limit'
- If it is above the speed limit, subtract some amount of horizontal velocity in the direction that the player is facing. See this code for how to get the horizontal components of the player's facing direction vector (if I remember right).
Basically, you'd want to do something like:
Good luck!
EDIT: MCF forum is horrible at formatting code.
Thanks! I will definitely look into this.
Will this be updated to 1.9?
All the time, every time, wasting your time.
Hey, i noticed this mod hasn't been updated since june but you're still posting. Does that it's dead or are you still going to update it to 1.9?
Need PlayerAPI to update to 1.9 first.
If you do get ABH to work, can you release a download? It would be awesome to go through maps like DWaHMOV!
It seems Player API has updated to 1.9. Do you think you could update this mod again?
Yeah, will do.
So what's the use of this mod, any sort of positive not for ever alone use?
Love people who leave open source, Thanks
"Don’t stop when you’re tired. Stop when you’re done."
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