2.0 INFO: Current version of the mod still works There's a new perk now, Aerial Combat in the Reflex tree that improves midair maneuverability. I'll have to figure out what to do about this. Planning to do an update about this and some requested things, but I'm really busy right now so it's going slowly.
Please make sure to update CET
If you encounter any issues, please report in the Bugs section.
0.7.1 changelog:
Fixed lurch logic, now it won't slow down the player any longer
0.6.2 -> 0.7 changes:
replaced midair movement logic with actual source engine air movement (ton of work went into it, feel free to submit feedback)
you can change it back in settings if you use a controller or just don't like it (Movement logic)
the source logic takes frametime into account so it should be more consistent even if FPS fluctuates
implemented lurch mechanic from Titanfall / Apex. In the keyboard grace period (0.5 sec default), pressing movement keys will allow you to change jump direction. Rapidly pressing movement keys will allow you to tap strafe, but you have to disable double tap to dodge in game settings (to avoid triggering air dash if you have maneuvering system equipped)
removed red engine air and ground speed limits to make it possible to abuse old source engine air acceleration bug
if unlimited air speed is enabled (disabled by default) you can go higher than max speed while in the air the same way as in old source games (for ex. quake 3)
The mod looks very cool but I lack immersion. If this came in the form of cyberware(upgrades) i would download it 100% But in a new playthrough moving like this without cyberware doesnt feel right.
Great mod but i'm going to remove it until that one bug is fixed regarding getting hit by a car and then sent flying several blocks away, as that's really annoying..
Source movement doesn't feel like it's doing much at all, switched to source style airstrafing movement mod which feel MUCH better but unfotunately it breaks the walljump capability of your mod, unfortunately the other mod feels SOO much better than yours I can't be convinced to delete it. Please try to make some improvements to the source movement implementation to better match the other mods feel and I'll likely be happy to switch back.
Unless I got the sequence of event wrong, you edited your mod's permissions policy yesterday and now the Walljumping Lynx Paws mod (whose author credited & thanked you for your work on this mod as a base to his) is set to hidden because of permission issues...
What is that all about ? Is there some sort of closed source proprietary code you used in your mod the WLP author reused ? I don't get it, is the permission thing retroactive ? Sorry if they're dumb questions, I'm candidly confused (and saddened) about this...
I set the "full green, everything is allowed" permissions back when I uploaded the first version of the mod, which was pretty much just a simple one line tweak. Since then I worked countless hours on this mod and I just no longer feel comfortable seeing it basically reuploaded with some parts taken out, but I never actually changed the permissions on the tab. We talked in DMs. I know I've been pretty inactive due to life getting in the way, but I still plan to update and maintain this mod.
Any way to turn off your custom movement profiles entirely? I like a lot of the other parts of this mod but i found a better source movement mod for my taste and would like to use it alongside this one.
269 comments
There's a new perk now, Aerial Combat in the Reflex tree that improves midair maneuverability. I'll have to figure out what to do about this. Planning to do an update about this and some requested things, but I'm really busy right now so it's going slowly.
Please make sure to update CET
- replaced midair movement logic with actual source engine air movement (ton of work went into it, feel free to submit feedback)
you can change it back in settings if you use a controller or just don't like it (Movement logic)If this came in the form of cyberware(upgrades) i would download it 100%
But in a new playthrough moving like this without cyberware doesnt feel right.
But again, nice mod!
What is that all about ? Is there some sort of closed source proprietary code you used in your mod the WLP author reused ?
I don't get it, is the permission thing retroactive ? Sorry if they're dumb questions, I'm candidly confused (and saddened) about this...