An updated version for Minecraft 1.16.5 can be found here: https://www.curseforge.com/minecraft/mc-mods/squake-forge
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A Quake-style movement mod for Minecraft, mostly inspired by the movement in Fortress Forever/Team Fortress Classic.
Requires PlayerAPI Core (only in Minecraft versions < 1.12)
Adds bunnyhopping, strafe jumping, air control, trimping, and sharking to Minecraft and removes losing speed from taking fall damage (needs to be installed server-side for this). Bunnyhopping is uncapped by default, but has config settings for Fortress Forever-style soft and hard bunnyhop caps. The air and ground acceleration code is actually based on Half-Life, but it should be fairly similar to Quake's. The trimp mechanic is a modified version of the Fortress Forever trimp mechanic: if you're moving fast enough, holding sneak while jumping will convert some of your horizontal speed into vertical speed. Sharking refers to gliding across the surface of water by holding jump.
I have no idea if this mod will be of interest to anyone else, but it's a style of movement that I have grown to love and find it hard to play any game without it.
Not compatible with Smart Moving
Note: It is recommended to use this with Squeedometer.
I have no idea if this mod will be of interest to anyone else, but it's a style of movement that I have grown to love and find it hard to play any game without it.
Not compatible with Smart Moving
Note: It is recommended to use this with Squeedometer.
Requirements
PlayerAPI Core (only in Minecraft versions < 1.12)
Videos
Misc
You are welcome to add this mod to any modpack you'd like.
Made an account just to say this; the Tinker's Construct slime boots and/or slime sling with this mod are completely broken, but in a good way. After bouncing with the slime boots (even if you bounce just once with them), your speed while bunnyhopping and sharking gets constantly multiplied until you're travelling hundreds of thousands of blocks per frame. I have NO clue why this happens but it feels so awesome that it must be a little intentional. What this means is that even after jumping from a 2 or 3 block height, you start going faster and faster until you either hit a wall or stop jumping. BUT, if you perform a trimp/super jump, you get launched dozens of blocks into the air and you STILL have the speed multiplying effect on you with only the air resistance there to slow you down, only downsides of this is that you literally cannot stop unless you save and exit and you're going to have a solid 20 seconds per frame. If you aren't playing with tc or you'd rather not accidentally go mach 12, the dark utilities vector plates give you a pretty nice speed boost upon contact without the speed multiplying insanity. I'd absolutely recommend making a superflat world and trying it out, just be ready to exit if you start breaking the sound barrier.
9/10 mod, very fun!
someone has updated this to forge 1.16.5!
https://www.curseforge.com/minecraft/mc-mods/squake-forge
In reply to gio_ck:
Thanks for the link, will add it to the description.
Update from the mod creator made a month ago found here: https://github.com/deyahruhd/SPMquake
Note on future of the project
Due to the combination of me losing interest in Forge modding, and core modding in general being incredibly arduous on Forge, this project is no longer actively maintained.
I'm otherwise open to the prospect of occasionally contributing code to any future fork of the project.
Note: If you want a different mod that gates the movement behind a full-fledged content tree, a handful of these movement mechanics will eventually be included as a key mechanic in my (actively developed) Fabric mod, Alchym.
Alchym isn't fully-functional yet but you can read more about it here: https://github.com/deyahruhd/alchym
In reply to nermyspermy:
that's insane. I've been waiting for this mod to be ported to fabric for a long time. now ill never get to see it because the creator just gave up. why can't he just give the project to someone else for THEM to finish. I think its kinda ridiculous that he spent a seemingly incomprehensible amount of time on it just to give up on working on forge mods alltogether. I don't know much about coding, but I know it shouldn't take nowhere near this long to recreate a movement mechanic from one game to another, or even one mod to another (especially if you have already had a large portion of the project already completed by the time you announce that your going to port it to another version). I'm not usually one to hold someone to something, or tell one that they should be doing "this thing" and "not this thing" when I'm in no position to do so, but I really am disappointed that something as simple as B-hopping can't be replicated because the person trying to program it is soiling the bed.
In reply to gamesman149:
Going a little overboard there...
1. As has been pointed out, the above comment is about a different mod. Squake's repository is here: https://github.com/squeek502/Squake
2. Squake is under the most permissive license possible, so anyone at any time is free to update and distribute their updated version.
This was just a silly little mod I made for my own enjoyment.
In reply to squeek502:
Do you have any current plans for updating the mod to any of the newer releases? And if not, how would someone go about updating it. I'm completely new to minecraft modding but have a great passion for source-esque movement and have a decent amount of experience in java, but don't know how to approach such a project.
In reply to gamesman149:
In reply to gamesman149:
idiot
.
In reply to nermyspermy:
Ah. Fabric.
In reply to nermyspermy:
Hello, I am the creator of the mod whose GitHub you linked. Just to clarify, I am not the creator of this mod on CurseForge, Squake - that is Squeek's own work. What you linked is instead a fork of Squake called SPMquake, which had a different goal in mind to recreate a different set of movement physics from Quake III Arena, and is very much different to Squake.
SPMquake (not Squake) is, as correctly stated, now an inactive project due to my frustrations with Forge modding, combined with the lack of time I now have. However, this does not in any way imply that Squake itself is inactive or on hiatus, as that is Squeek's own decision to make, not mine. Please do not use my decision to no longer maintain my own fork as an explanation for the inactivity of this original mod. Thank you!
In reply to j_a_r_d:
Ohhhhh... that clarifies a lot of things... Thanks a lot for the information!
PLEASE UPDATE IIIIIIIIIIIIIIIIIIIIIIIIIT PLEASEEEEEEEEEEEEEEEEEEEEEEEEEE
Is this mod still being worked on?
Minecraft manhunt: Too much for z block
Loved using this mod whenever I could. Looking forward to the future for 1.16! My favourite mod besides starminer for 1.7.10!
a 1.16.5 port would mean the world to me
Any chance you could elaborate further on what "groundAccelerate" does? I'm trying to work out some values with your mod to make it more like Quake 2/3 Arena/Quake Live. I'm pretty close lol. Once I work it out i'll be back with some values for anyone else looking for the same Quake style strafe-jumping (it's significantly faster with less jumps)
I definitely want a 1.16.4 version for Squake, however won't it be a little bit hard due to PlayerAPI being <1.12?
Can this be activated or deactivated on per-player basis?
That would be a nice feature if it isnt but otherwise then thats alright.
In reply to secret101997:
It works even if the mod isn't installed on the server from what I've seen (You might need to enable flight in the server properties)
Also there is a keybind to toggle quake movements