Maes
I like big butts!

Posts: 8661
Registered: 07-06 |
Does it happen even if you are actually running? I wouldn't exclude it right off the bat (mouse momentum is actually factored in along with the fixed momentum you get from keyboard), but in any case the friction mechanism would slow you down to an average/top running/walking/strafing speed.
I don't know if you could actually exploit this to give the player constant speed boosts (due to technical details, you would be limited to 42 map units/tic no matter how you achieved that acceleration), e.g. by rigging the mouse input to give regular forward pulses.
I guess I could rig Mocha Doom to do just that, take out the good old Doomguy-speed-o-meter and test this out ;-)
Edit: it seems possible only when you are not actually running (holding the shift key down or doing the joystick speed trick). The maximum momentum a player can gain from input alone is forcibly capped to a maximum amount, and you can't go beyond it, even after you stack keyboard/joystick input and mouse together.
That being said, if you are NOT running, the mouse input does indeed increase speed up to the maximum running speed (source port authors: you can simulate this by adding a constant amount of "impulse" to the forward variable in BuiltTicCmds). With a mouse movement of 10 units per tic, Doomguy "walks" forward at a speed of 11+ map units/tic (instead of the normal 8.333 mu/tic for walking). By adding more, you eventually hit the top allowed total impulse of 32 units, same as simply running (16.666 mu/tic)
You can abuse the system by giving constant LATERAL mouse input as well (with strafing on, otherwise you just spin wildly), and having automatic automatic SR-50 speed (assuming that you could continuously move the mouse in one direction with no stops, e.g. with an old ball mouse you could attach a motor to one of the wheels).
Last edited by Maes on 09-28-11 at 18:15
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