I, uh, can't do this - while I can restore most of vanilla Doom's movement, I cannot fix sidemove (isn't an ACS-callable actor property) or stepheight (which breaks if changed in-game). My options are, therefore, to either cut the stepheight down to 24 (which I might) and reset the sidemove to default (which I don't want to do, since anything a player can do in a run-jump puzzle, they can do facing forward or backward, dammit) or to nix the movement CVAR entirely...and if I reset the sidemove and stepheight, it's basically equivalent to forgoing the CVAR anyway.YukesVonFaust wrote:loved the update so far, but somewhat felt uncomfortable with the new movement, as some of the jump-disabled maps can easily get trapped. especially jump-disabled megawads.
A CVAR and/or a menu would work, so i can switch to Trooper Movement or Vanilla Doom Movement.
I'll probably lower the stepheight for sure, but the sidemove thing is sort of a dealbreaker, unless someone knows how to work around the issue.
EDIT: I've uploaded a patch that can run after any version of The Trooper that provides vanilla movement. For now, it's the best I can do, at least until APROP_SideMove becomes a thing and APROP_MaxStepHeight doesn't break step collision when modified via ACS. On the plus side, this is the first proper patch I've ever produced, so I can move the extra guns to another, optional .pk3 (I'm strongly considering doing this - it also sets up the groundwork on what could reasonably called an expansion pack).
I also forgot to mention: As of the last proper update, dual-wielded XM-27s no longer fire in unison - they instead fire in tandem for more consistent painlocking. The caveat is that because of this, their recoil becomes much greater (though not as high as other automatic weapons).
EDIT II: If the stepheight is the only thing you want patched, this link is for you. This gives Joe Nameless the vanilla Doom default MaxStepHeight of 24, but retains the reduced side-movement and slightly reduced gravity of The Trooper.