(Note - this is directed at the devs) Can't remember where this originally came from, I don't think I made it, but then again, I got so much crap lying around it's hard to tell what came from what. Basically, stick this in a file and make it all shared - remove any existing movement code hooks or you'll get weird things happening. Should be 100% lagless - no sticky feet or whatever causes the current movement script to lag. Code: function GM:UpdateAnimation( pl ) end function GM:SetupMove( pl, move ) end function GM:Move( ply, movedata ) if !ply:Alive() or ply:WaterLevel() > 0 then return end if ply:IsOnGround() then local vel = movedata:GetVelocity() if ply:KeyDown( IN_SPEED ) then vel = vel * 0.95 end movedata:SetVelocity(vel) else local aim = movedata:GetMoveAngles() local forward, right = aim:Forward(), aim:Right() local fmove = movedata:GetForwardSpeed() local smove = movedata:GetSideSpeed() forward.z, right.z = 0,0 forward:Normalize() right:Normalize() local wishvel = forward * fmove + right * smove wishvel.z = 0 local wishspeed = wishvel:Length() //print(wishvel) //print(wishspeed) if(wishspeed > movedata:GetMaxSpeed()) then wishvel = wishvel * (movedata:GetMaxSpeed()/wishspeed) wishspeed = movedata:GetMaxSpeed() end local wishspd = wishspeed wishspd = math.Clamp(wishspd, 0, 30) local wishdir = wishvel:GetNormal() local current = movedata:GetVelocity():Dot(wishdir) //print("current: " .. tostring(current)) local addspeed = wishspd - current //print(addspeed) if(addspeed <= 0) then return end local accelspeed = (100) * wishspeed * FrameTime() //print(accelspeed) if(accelspeed > addspeed) then accelspeed = addspeed end local vel = movedata:GetVelocity() vel = vel + (wishdir * accelspeed) movedata:SetVelocity(vel) return false end end
I'll take a look at this soon, however the problem at the moment is due to CSS collisions. But brb testing this. ---------- Post added at 12:01 AM ---------- Previous post was Yesterday at 11:58 PM ---------- Edit: Yep, just tested and the same problems still occur. All that can really be done is minimizing the effect of how often it occurs. The alternative method is to rebuild the maps under the ep2 engine.
So why don't we do that? Underlying problems which no1 wants to deal with because they have better things to do P) ?
Because EP2 doesn't have much CSS materials, so most of the CSS specific materials have to be pakratted in.
What Whitefang said, and we can't really decompile via vmex, as that's not it's purpose. Any map recompiled after decompilation will be fucked up.
Blue for future references, check the last post before you. 1 week ago. Also, try not to post just for your post count, that's pretty uncool. I officially declare this thread BUMPED. And probably closed, soon.