View Issue Details

IDProjectCategoryView StatusLast Update
0005320The Dark ModDesign/Codingpublic25.08.2020 15:23
ReporterAluminumHaste Assigned ToAluminumHaste  
PrioritylowSeverityfeatureReproducibilityalways
Status assignedResolutionopen 
Product VersionTDM 2.08 
Target VersionTDM 2.09 
Summary0005320: When Always Run is enabled, the Creep modifier does nothing
DescriptionCurrently if a player has Always Run enabled, they can slow to walking pace with the walking modifier key, but cannot go to Creep with the Creep key.

https://forums.thedarkmod.com/index.php?/topic/11058-things-that-could-be-improved/&do=findComment&comment=450406

Looking at the code it's clear there just is missing a creep modifier for when the player is running.

Steps To ReproduceSet your controls to Always Run.
When pressing forward, the player will be running.

If you press the creep button, nothing happens.

Even if you slow down with the walk/run modifier key (SHIFT on my set up) pressing the creep modifier does nothing.

TagsNo tags attached.

Activities

AluminumHaste

AluminumHaste

03.08.2020 17:38

developer   ~0012713

Added a new CVAR

extern idCVar cv_pm_running_creepmod;

idCVar cv_pm_running_creepmod( "pm_running_creepmod", "0.22", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "The multiplier used to obtain creep speed from pm_walkspeed but when Always Run is enabled, allowing players to go from full run to creep.");

Basically copied and pasted the creep code:

        // apply creep modifier; creep is on button_5
        const bool bCreeping = (usercmd.buttons & BUTTON_5) || cv_tdm_creep_toggle.GetBool();
        if (bCreeping)
        {
            speed *= (cv_pm_running_creepmod.GetFloat());
        }

Seems to work now.
Player can go right to creeping even when Always Run is enabled by pressing the creep button.
Player can also go from Running to Walking to creeping with the modifier keys.
AluminumHaste

AluminumHaste

03.08.2020 20:27

developer   ~0012714

Just an update, you can creep move while Always Run is enabled by pressing the walk modifier first.
I have to mangle my fingers to get this to work on by holding down W+SHIFT+CTRL.

Regardless this is much better anyways as you only need 2 keys pressed intead of 3.
stgatilov

stgatilov

25.08.2020 15:23

administrator   ~0012761

Is this thing done?

From brief testing the only thing that I have noticed is that head bob and footstep sounds are very different when creeping normally and in always-run mode.
I think much more important is to verify that guards hear creeping equally well with always-run and without.

Issue History

Date Modified Username Field Change
03.08.2020 17:36 AluminumHaste New Issue
03.08.2020 17:36 AluminumHaste Status new => assigned
03.08.2020 17:36 AluminumHaste Assigned To => AluminumHaste
03.08.2020 17:38 AluminumHaste Note Added: 0012713
03.08.2020 20:27 AluminumHaste Note Added: 0012714
25.08.2020 15:23 stgatilov Note Added: 0012761