View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005320||The Dark Mod||Design/Coding||public||03.08.2020 17:36||23.01.2023 13:18|
|Product Version||TDM 2.08|
|Target Version||TDM 2.09||Fixed in Version||TDM 2.09|
|Summary||0005320: When Always Run is enabled, the Creep modifier does nothing|
|Description||Currently 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.|
Looking at the code it's clear there just is missing a creep modifier for when the player is running.
|Steps To Reproduce||Set 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.
|Tags||No tags attached.|
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();
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.
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.
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.
|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|
|15.12.2020 11:13||nbohr1more||Status||assigned => feedback|
|05.01.2021 05:44||nbohr1more||Status||feedback => resolved|
|05.01.2021 05:44||nbohr1more||Resolution||open => fixed|
|05.01.2021 05:44||nbohr1more||Fixed in Version||=> TDM 2.09|
|23.01.2023 13:18||nbohr1more||Relationship added||related to 0006242|