doubletime-1.57.2.jar
Curse Maven Snippet
What's new
!! MAJOR UPDATE !!
Summary:
Five new insoles, a reworked tactical sprint animation, a heavy two-handed carry animation for sniper rifles, machine guns and launchers, and server control over insole mechanics. Also changes to vanilla auto-jumping behavior (toggleable), some defaults, and some fixes.
Reworked tactical sprint animation:
The old animation is reworked into a definitive one, in both first and third person.
(NEW!) Two-handed carry for heavier weapons:
A contextual and configurable animation for sniper rifles, machine guns and launchers; are now held with both hands. In third person the weapon is held across the body with both hands at the grip.
New trinkets
Dynamic Stabilization Insoles: Move in mid-air the way you move on the ground. Turn as sharply, stop when you let go of the keys, and keep your sprint speed.
Vertical Traction Insoles: Ladders, vines and scaffolding are 60% faster, up and down.
Cardiovascular Support Insoles: tactical sprint refills 75% faster, and the delay before it starts refilling is halved.
Lateral Support Insoles: Hold jump button to jump repeatedly with no delay between jumps (originally a vanilla behavior, made it into an insole. toggleable from settings with no need of any insole.) A jump pressed in mid-air fires the moment you land.
Neuromuscular Stabilization Insoles: Immune to Slowness and Mining Fatigue. Freezing no longer slows you, though it still frosts and damages the player. Also allows sprinting at any hunger level, and makes sprinting and jumping cost half the hunger.
Server control over insole mechanics
New per-world file, serverconfig/doubletime-server.toml, sent to every player who joins. Five mechanics each take INSOLE (wearers only, the default), EVERYONE or OFF (nobody, even with the insole):
- breaching (doors and glass)
- omni_movement
- kinetic_feedback
- repeat_jumping
- air_control
New need_boots option (default true): set it to false and insoles work barefoot.
An insole's tooltip says when the server has changed what it does. Changes take effect at once, mid-world, for everyone online, whether from the file, an in-game config editor such as Configured, or any other way.
Added
- A tactical sprint pauses in mid-air instead of draining. Jumps and falls no longer spend it, and the run carries on when you land. The bar turns grey while it is paused.
- New client settings:
- motion_scale (1.0): how much the carried weapon moves. 0 holds it still.
- contextual_types (sniper, mg, rpg): which TACZ weapon types get the heavy carry.
- contextual_whitelist / contextual_blacklist (empty): force the heavy carry on or off for an item, a #tag or a gun such as tacz:ak47.
- contextual_x / _y / _z / _pitch / _yaw / _roll (0.75 / -0.95 / -0.75 / 105 / 14 / 18): where the weapon sits in the heavy carry.
Changed
- Holding jump no longer jumps again on landing, and a jump pressed in mid-air does nothing when you land. One press, one jump, from the ground. Lateral Support gives both back, as does repeat_jumping = EVERYONE on a server. Swimming up, ladders, creative flight and elytras are unaffected.
- fov_amount and fov_amount_gun now default to 0.3.
- bar_y now defaults to -35, clear of the armour row. An existing client config keeps its own value.
- change_fov = false now keeps an ordinary sprint's view during a tactical sprint. Before, the game's own widening from the extra speed still applied.
- Cleaner tooltips.
Fixed
- "fov_amount" and "fov_amount_gun" config options now give the same view for the same number. 0.2 empty-handed looked like 0.5 with a gun, because the game's own widening from the sprint's speed hid any setting below about 0.36.
- Fixed no audio when player rams a door.
- In third person, your weapon eases down when a sprint ends instead of snapping.
- The charge bar fades at the same speed at any frame rate. It used to fade four times faster at higher frames.
- A ram aims the way you are running from its first tick. It could aim at wherever your previous sprint ended.
Technical
- The server now sends its settings to players itself. Forge caches every config value and only clears the cache when it reloads the file itself, and Configured writes server settings around that, so changes were never seen until the world was reopened. Forge also sends a server's config to players only when they join. Now the server re-reads its settings every tick and tells every player when they change.
- Server sprint state is simpler: four separately locked maps became one record per player. Door ramming now uses the sprint's own movement measurement instead of tracking position a second time.
- TACZ lookups are cheaper. A gun's type is read from its item data and remembered, so TACZ is asked once per gun instead of twice a tick by reflection. The cache is cleared on leaving a world, since another server may ship another gun pack.
- Leaving a world clears every client-side cache.
- One helper now registers all 16 insoles and fills the creative tab, and the shoot and melee hooks share their code.
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