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squake's Issues

Enable/Disable hotkey

Hi Again,
I'm still loving this mod but I am finding it hard to climb up ladders because you maintain a constant horizontal momentum, also building is quite hard sometimes.
So i was discussing this with my friend and we thought there must be a way to disable the bhoping, like a hotkey or something.
I'd love to see a hotkey implemented to toggle on/off the bhoping abilities of the mod and make jumping work like normal minecraft.
Thanks,
ThatWDHGuy

Tinker's Construct Slime Boots

The slime boots from TC cause a... slight increase in the effectiveness of bunny hop air strafing. The speed increase shifts dramatically, from ~2% max to continuous >20% increase in speed, quickly reaching over 50m/s and causing the server to cancel all momentum.

(I know the mod is pretty much dead, but wishful thinking)

upgrade to 1.13.2/1.14.4

Forge has been released for 1.13.2, not sure what has changed, but when you can (no rush) could you upgrade this?

Strange movespeed cap

Just added Squake to a 1.12.2 pack, and every time i go over 30m/s, all movement immediately ceases and I have to start over.

Any idea on what might be the cause?

Incompatible with Aqua Acrobatics

If the Aqua Acrobatics mod is installed, Squake stops working

1.12.2, Forge 14.23.5.2859
AquaAcrobatics-1.15.4.jar
Squake-mc1.12.2-1.0.6.jar
Squeedometer-mc1.12.x-1.0.4.jar

Unable to build sucsessfully

I am using gradlew.bat build, but when I try it says BUILD FAILED

do I call it a log?

Edit: I don't know how, but I forgot to say I'm using the 1.16 fabric version

Fall Damage

Fall Damage is broken in the latest version. You die after falling from 6 1/2 blocks high. normal death after falling comes at ~24 blocks. Plus in the config the "fallDistanceThresholdIncrease" has little to no effect on this.

"Gliding" in unloaded chunks opening up the possibility for extreme TPS lag

If a player moves fast enough to fall into unloaded chunks (i.e. via TNT cannon, or during a server-side lag spike), they will retain all horizontal momentum. This allows the player to retain extreme speed and keep moving faster than the chunks can load, which could be a serious problem. Furthermore, depending on the mod's configuration, it can be really hard to lose this momentum, and so the player could end up gliding for quite some time. This is not only very inconvenient for the involved player, but puts a massive strain on the world as it fails to keep up with the fast-moving player. With a fairly barebones TNT cannon, I found myself displaced over a thousand blocks - I think I would have gone further, perhaps indefinitely, if I had not been in a Singleplayer game and therefore been able to pause the game to allow the world to load under me. The issue is severely compounded by a vanilla mechanic in which the effect of gravity is greatly reduced for players in unloaded chunks, which prolonged the flight significantly.

Some proposed solutions are to deaccelerate players who are in unloaded chunks, to cancel all their horizontal momentum, or alternatively to just "freeze" their momentum to bring them to a stop and then restore it once the chunks are loaded.

Unable to move below -128 with Squake loaded while using the Cubic Chunks mod

When the Squake mod is installed, I am unable to move below Y-level -128 in a cubic chunks world. Whenever I reach that y-level I simply float around while being able to gain speed.

There are no crashes involved, and nothing shows up in console when I encounter this issue--regardless, here is a relevant console log from when I had both mods loaded together.
https://gist.github.com/Megahaosguy/4a0f500e997d113adf59aabe10c9a179

Here is a short video demonstrating the issue:
https://www.youtube.com/watch?v=iNfzwssVMMM

Mod list:
Forge - 14.23.4.2705
Cubic Chunks - 1.12.2-0.0.852.0-SNAPSHOT-all_(FixHeightLangsCenter)
Squake - mc1.12.2-1.0.5
Squeedometer - mc1.12.x-1.0.4
VanillaFix - 1.0.8-88

unable to make the 1.16 branch

Ive tried everything to build the 1.16 fabric jar file via gradle. on my main computer and different computer but the file just isnt made, would there be another way i can get it.

1.12: Exploit with Techguns' Glider Backpack

I'm not exactly sure what causes this, but while Squake is enabled, TechGuns' glider backpack can achieve ludicrous speeds in a ludicrous timeframe. I'm talking 0 to 60 in seconds, here. It's also much harder to control, so there's that, I guess...

Sister issue is opened at pWn3d1337/Techguns2#264 .

Toggle Key

Hey,
I'd love to see a toggle key added to swap between bunny hopping and normal minecraft moving.
I play on a server with my friends and some dont like how its harder to climb ladders/pillar upwards because it keeps your horizontal move speed.
Is this possible to be added?
Thanks,
-ThatWDHGuy

1.11.2 Support

It looks like PlayerAPI has not been updated in a while and the mods creator has been inactive since the end of 2016.
Are there any plans to switch away from PlayerAPI or re-implement Squake in pure Forge?

Does not cooperate with other gravity-modifying mods

Squake does not presently use gravity factors defined in Spacebuilder2020's Gravity Zones mod mod. The game launches and plays fine with both mods enabled, but the player will be unaffected by any zone's custom gravity when Squake's movement is enabled, and will just fall at normal speeds. I think it could be really interesting and cool if these mods would play nice together, as the momentum-heavy movement of Squake would change dramatically in different zones. It could be a lot of fun, for example, to have an area where gravity is too high to jump a full block, forcing players to take advantage of trimping to climb, or an area where gravity is low enough that jumping becomes a serious commitment.

The mod doesn't look to be open-source, but the developer seems to be active. I am very hopeful that if you're interested in adding compatibility, they would be willing to work with you on this. I think this could be a really exciting mod combination, if you're still developing for this mod.

aa doesn't change

airacceleration doesn't seem to change when changing D:airAccelerate in the config file from 14 to 9999999

Update to 1.12.2

isCollidedHorizontally -> collidedHorizontally

Otherwise it's just a mc + forge + mapping version bump.

I think. I'm testing it right now in a definitely not clean MC mod environment. It's working.

Turning doesn't match mouselook

When moving the mouse, the direction of movement doesn't change until I look quite far away from my current direction. This seems to be related to the direction the player's body is facing, as when experimenting with the 3rd-person view I noticed that it wasn't when my head turned that I changed direction, but when my body turned. Unfortunately, I don't know much else about what might be causing the issue.

Refactor/reorganize movement code

Piling everything in QuakeClientPlayer.java is not great; it could be separated out (MovementQuake/MovementMinecraft/MovementUtil classes perhaps).

Request: Allow all movement modifier types to be individually enabled/disabled

I saw this checking out your other mods, and came across this. With default config, I love the changes to movement on water (sharking). While holding jump (the sharking action?), I can get over 32 meters per second, and if I go far enough I get ahead of chunk generation. This is awesome. Might be faster than expected due to having boots with Haste III and a Botania Soujourner's Sash equipped. Unfortunately, the mod seems to override normal running acceleration/speed boosts.

I can't seem to go faster than 5.6M/s on land, the default running speed. This is even when equipped with the Haste III boots, Soujourner's Sash, and Blood Magic Bound Leggings with a Sigil of Haste installed. If I restart without Squake installed, I can run at 14.08m/s with full hunger, 12.80m/s when below 3 hocks of hunger. This is with all 3 speed boosts enabled.

It may be an unfamiliarity with the other movement boosts, and how to best use them. I would like to be able to use just the sharking feature, but disabled the other movement modifiers in the config. Are there number modifiers that will allow that? If not, I would like prefer to see options for the rest of them, not just sharking, e.g:

# if enabled, holding [action needed] allows you to [description of bunnyhop]
B:bunnyHopEnabled=true

# if enabled, holding jump while swimming at the surface of water allows you to glide
B:sharkingEnabled=true  <---already exists

# if enabled, holding sneak while jumping will convert your horizontal speed into vertical speed
B:trimpEnabled=false  <---already exists

Plus any other modifier that would be interacting with other speed boosts.

Treat non-solid blocks as "ramps"

Right now, if I jump into a sloped block from certain other mods, or into a stairs block, there's a fairly high chance I'll stop dead in my tracks. This is somewhat annoying, especially because getting over one-block-high walls at speed requires some precise timing or a shallow approach angle.

What I'd like to see is the ability to treat any non-cuboid block as a "ramp", kicking the player upward to the height of the top surface if they run into the side at a certain speed (you could probably just implement rampsliding for this). This would enable a lot more mobility in areas that aren't perfectly flat, and also allows for mappers to put ramps in, and would also give scrubs like me easier options :P

Unable To Swim In Lava

the player behaves like they are inside of a block whilst in lava when you jump you get above the lava source /flow you move a slight amount just a bug i noticed when i tried to enter my secret lava base

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