[TF2] Classic Movement (Bunnyhop, Wallstrafing, ...) (v1.0.1, 2017-06-09)
1 Attachment(s)
Classic Movement This plugin brings back movement as it was in Quake or Half Life 1 based games. It feels and behaves almost exactly like the original. Features:
This thread only contains a short overview. The full documentation is on GitHub. If you plan to use it, I highly recommend reading the full documentation. Installation: Place classicmovement.smx into your "addons/sourcemod/plugins" folder. Cvars:
Spoiler
User commands:
Spoiler
Tweaking: See here Interpolation: This plugin uses interpolation to simulate higher tickrates. This is important because you need at least 100 fps for proper bunnyhopping, but TF2 servers are locked at a tickrate of 66.66666, which makes you mostly lose speed rather than gaining speed. This is also what makes existing bunnyhop plugins feel "not right". Down in the video section you can find a comparison video of bunnyhopping with and without interpolation. You can control the simulated tickrate by specifying a frametime using the cm_frametime cvar. The frametime is calculated like this: https://camo.githubusercontent.com/2...6b726174657d7d For example, for tickrate 100: https://camo.githubusercontent.com/8...253230302e3031 Note that it doesn't feel 100% like a real server at this tickrate. Sometimes you have to tweak the frametime a bit to get closer to the original. For example, a frametime of 0.009 feels more like tickrate 100 than the actual frametime of 0.01. To deactivate this functionality (why would you?) set cm_frametime to 0. Frametimes higher than 0.015 (66.66666) don't make sense because that's the same frametime the server runs at. Doing this anyway or setting a negative frametime will disable interpolation. See here for a more in-depth explanation and usage instructions. Further notes:
Videos: The following videos demonstrate the features of this plugin in comparison to the original Half-Life Changelog: Code:
1.0.1 (2017-06-09) |
Re: [TF2] Classic Movement (Bunnyhop, Wallstrafing, ...) (v1.0, 2017-02-28)
So much care put into this plugin forces me to show much love towards the creator. Tested it out and the bhop experience alone became much better. The annoying "jitter" which occured when landing/jumping is finally gone or at least its occurence has been massively reduced, feels (almost) like on a 100 tick CSGO server. At some point I shall try this plugin out on other source games I own and report my results. This is some great stuff right there. Much appreciated.
EDIT Double Ducking - Works in both games Wallstrafing - Doesn't work in both games Bunnyhopping - Somewhat works in CSS, doesn't work in CSGO |
Re: [TF2] Classic Movement (Bunnyhop, Wallstrafing, ...) (v1.0, 2017-02-28)
Thanks for your reply, glad that you like it.
Quote:
This only works as long as the speed is below 520, though. There's another hard cap that clamps your speed at 520 as soon as you touch the ground. To bypass this, the plugin will apply friction and hard reset your speed to the calculated value, which might cause jitter. Quote:
I have CSS so I will look into it soon-ish, when I have time. Edit: Looked into it and it seems CSS/GO's movement system interferes with mine. Can't be fixed in a reasonable amount of time, so no support for those. |
Re: [TF2] Classic Movement (Bunnyhop, Wallstrafing, ...) (v1.0.1, 2017-06-09)
The bhopping in this works much better than I expected, this is fantastic.
|
Re: [TF2] Classic Movement (Bunnyhop, Wallstrafing, ...) (v1.0.1, 2017-06-09)
Should have had an option to disable wallstrafing oh well.
|
Re: [TF2] Classic Movement (Bunnyhop, Wallstrafing, ...) (v1.0.1, 2017-06-09)
Quote:
|
All times are GMT -4. The time now is 11:18. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.