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.
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of me losing interest in Forge modding, and core modding in general being incredibly arduous on Forge, this project is no longer actively maintained.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 nermyspermy:
Ah. Fabric.
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
I can die happily when this gets ported to 1.16.4.
Made an account to specifically say that omg, this mod combined with an elytra and any sort of instant explosions is absolutely so much fun.
trimping in the air and then gliding to gain speed is absolutely my favorite past time in minecraft now.
Please, please, please update to 1.16, it would mean the world to me
Edit: Forgot to mention that I have this on my main minecraft world and I set up these "Kickstarter" stations where you step on a pressure plate which activates a command block that summons a tnt behind you, so it basically catapults you forwards and can get you past 100 blocks when used efficiently. Absolutely neeeeed this type of motion engine in other games stat!
is this going to be a fabric mod aswell? or just forge?
EDIT: forgot to mention, Phoon's nightmarish hellscape await us in 1.16.4, that is all.
Is this gonna get ported to 1.13, 1.14, 1.15 or to 1.16 at some point? or is it purely 1.12.2 only?
In reply to Forge_User_57349167:
Planning on updating it, not sure exactly when it'll be done.
In reply to squeek502:
Very much anticipating a 1.16 port, this mod is a blast.
Very Interested in seeing an updated version... Like a previous comment mentioned, could this be modified in order to align better with different games that we prefer the movement on? (CS;S CS;GO Gmod HL2) & if so would it be possible to add notes of how to within the files in GitHub or package it with different game movement styles?
In reply to Forge_User_86658523:
I'm not familiar with the differences you're expecting, so you'd have to be more specific.
About CS: If you mean the really high airaccelerate setting that CS tends to use, then you'd just change the Squake config to use the CS setting for sv_airaccelerate.