Discussion about movement has slowed down somewhat, but many people are still not entirely happy.
The main critiques are towards ADAD spam that is too fast, map travel that is too fast, dodging that is too slow and some general mushy behavior when it comes to movement especially around edges in map geometry.
What this mutator is
This is a proposal to become the new base movement in the standard game as a point to start tweaking from. This mutator changes the movement in such a way as to match UT99 properties. This doesn’t just include speed, height and length, but also duration of jumps and dodges as well as dodge delays.
What this mutator is not
This isn’t a way to go back in time or to say UT99 is superior. It’s not a 100% emulation of UT99, all the new ways to move like walldodge, wallrun and kneeslide are still in.
This also won’t magically make old ported/remade UT99 maps play perfectly. If a map is scaled by a different factor than this movement, it will be out of scale by that amount.
Why
There are 2 main reasons for making this new movement mutator.
First, it’s to improve the movement by addressing the aforementioned issues people still have with the current movement.
Second, it’s to serve as a way of excluding movement as one of the variables in the core gameplay. By using movement from an older UT game that has shown to “work” historically it will aid in pinpointing where other problems are. Be it the weapons, the maps, the animations or the netcode.
The Challenge
This is easier said than done. While time consuming it’s not especially hard to copy the same properties over, but doing that and not break many (any?) maps requires some more thought.
Here are some movement properties and their scale factor to illustrate the problem.
Things are all over the place relative to UT99.
The main thing that can break maps is the dodge length, if you make it shorter you can’t reach certain places anymore. If you make it too long you either shoot right over things or are able to reach places you aren’t supposed to. It would make sense to keep the dodge length the same and scale everything else by the same factor used for it. However as you can see it happens to be the property that is scaled up by the biggest factor compared to UT99. Using this factor for everything would mean acceleration increases even more and so going against the first goal of slowing down ADAD movement spam.
By only picking and choosing what things to scale by this factor would mean to go against the second goal, so this isn’t a viable option either.
There doesn’t seem to be a great way to do this well, but from my previous movement adventures I happened to remember there was one other thing that is different in the current movement compared to previous UT games and luckily it opens the door to make this happen after all.
Dodging in UT maintains your (running) momentum. Dodge speed is and has always been 1.5 running speed. Pythagoras would tell you that means your dodge speed is ~1.2 times your base (standing still) dodge speed if you dodge perpendicular to your running direction.
This isn’t the case in UT4, there is an artificial cap on dodge speed set to 1.11.
We can open this back up to 1.2, scale the dodge length back so that it matches that old 1.11 length and we’ve got a dodge that doesn’t break maps. Since you can almost always run before dodging you should be able to get to the same places you used to.
Instead of a scaling factor of 2.48 we now have one of ~2.29.
Scaling everything by this factor achieves both goals at the same time.
A third thing this achieves, though it wasn’t a goal, is that it very easily allows for porting UT99 maps. Scaling it up by the same single factor this movement has been scaled by means the map plays the same way it used to, not accounting for the new movement possibilities in this game of course.
What has changed
I ended up having to change 55+ values so I won’t go over them all.
What you can expect in general is faster running speed, slower acceleration, higher jumping, faster dodging speed, lower duration of dodges and more delay between dodges.
While dodges shouldn’t break maps there is a possibility some jumps (lifts jumps in particular) could allow players to go up to places they shouldn’t be able to.
The list of scale factors above gives some indication on the amount they changed by.
Basically what has changed is how current UT4 differs from UT99.
Some additional things I’ve changed are giving the character capsule a flat base, changing/improving water behavior (getting out of it in particular) and speeding up Sprint.
Download
https://ut.rushbase.net/Stolid/99HCM...wsNoEditor.pak
https://multiplayerforums.com/files/...core-movement/
Put the file in Documents\UnrealTournament\Saved\Paks\DownloadedPaks folder. Create it if it doesn't exist.
Create a game from the menu. Go to the Custom tab.
Select the UT99 Movement Properties mutator in the list and move it to the right.
Click Play to try this movement out offline
Or add
?mutator=/Game/Stolid/Movementv01/HardcoreMovement.HardcoreMovement_C
to the (server) command line.
Updated
Use the new command line above.
Update September 1st 2016
I ended up with changing the height of the mesh to 105% from 115%, but kept the widths at 115%. This makes all characters noticeably more bulky, IMO closer to the look of previous games.
Eye height lowered back down to where it was.
Animation speed reduced by 25%. This makes opponents movement appear a lot less chaotic and easier to track.
I also decided to move away from the slower deceleration that has been in the game for quite a while now. It is now back to where it was in previous games.
Update March 2nd 2016
Hacky fix to make liftjumps go the same height as they do on stock. This mainly effects superfast lifts like the one on DM-Chill to armor vest.
Reduced the eye height to be in between where it used to be and where current stock is. Since I still can't reduce the character height I don't want to go lower as opponents will look like giants compared to you, but this does make first person speed feel closer to where it has to be again.
Update February 10th 2016
Sprint put back to default for now
Impulse imparted by weapons now launches players up to the same height as in the default game, this makes rocket jumps etc work as before.
Dodge delay between dodges slightly reduced.
Update December 12th 2015
You can now jump up onto 200 unit boxes again.
Walldodge reset time has been significantly lowered, it’s now in between the default UT4 value and the previous value in the mutator.
Sprint speed slightly lowered and delay + acceleration from run speed to sprint speed has been changed back to the default UT4 value.
Impact jumps now give the same height as they do in default UT4
Walldodge speed has a max horizontal velocity slightly below the default limit.
The main critiques are towards ADAD spam that is too fast, map travel that is too fast, dodging that is too slow and some general mushy behavior when it comes to movement especially around edges in map geometry.
What this mutator is
This is a proposal to become the new base movement in the standard game as a point to start tweaking from. This mutator changes the movement in such a way as to match UT99 properties. This doesn’t just include speed, height and length, but also duration of jumps and dodges as well as dodge delays.
What this mutator is not
This isn’t a way to go back in time or to say UT99 is superior. It’s not a 100% emulation of UT99, all the new ways to move like walldodge, wallrun and kneeslide are still in.
This also won’t magically make old ported/remade UT99 maps play perfectly. If a map is scaled by a different factor than this movement, it will be out of scale by that amount.
Why
There are 2 main reasons for making this new movement mutator.
First, it’s to improve the movement by addressing the aforementioned issues people still have with the current movement.
Second, it’s to serve as a way of excluding movement as one of the variables in the core gameplay. By using movement from an older UT game that has shown to “work” historically it will aid in pinpointing where other problems are. Be it the weapons, the maps, the animations or the netcode.
The Challenge
This is easier said than done. While time consuming it’s not especially hard to copy the same properties over, but doing that and not break many (any?) maps requires some more thought.
Here are some movement properties and their scale factor to illustrate the problem.
Running speed | 2.14 times UT99 |
Acceleration | 2.42 times UT99 |
Jump speed | 1.86 times UT99 |
Jump height | 1.85 times UT99 |
Dodge speed | 2.14 times UT99 |
Dodge length | 2.48 times UT99 |
Gravity | 1.87 times UT99 |
Character height | 2.36 times UT99 |
Character width | 2.47 times UT99 |
Things are all over the place relative to UT99.
The main thing that can break maps is the dodge length, if you make it shorter you can’t reach certain places anymore. If you make it too long you either shoot right over things or are able to reach places you aren’t supposed to. It would make sense to keep the dodge length the same and scale everything else by the same factor used for it. However as you can see it happens to be the property that is scaled up by the biggest factor compared to UT99. Using this factor for everything would mean acceleration increases even more and so going against the first goal of slowing down ADAD movement spam.
By only picking and choosing what things to scale by this factor would mean to go against the second goal, so this isn’t a viable option either.
There doesn’t seem to be a great way to do this well, but from my previous movement adventures I happened to remember there was one other thing that is different in the current movement compared to previous UT games and luckily it opens the door to make this happen after all.
Dodging in UT maintains your (running) momentum. Dodge speed is and has always been 1.5 running speed. Pythagoras would tell you that means your dodge speed is ~1.2 times your base (standing still) dodge speed if you dodge perpendicular to your running direction.
This isn’t the case in UT4, there is an artificial cap on dodge speed set to 1.11.
We can open this back up to 1.2, scale the dodge length back so that it matches that old 1.11 length and we’ve got a dodge that doesn’t break maps. Since you can almost always run before dodging you should be able to get to the same places you used to.
Instead of a scaling factor of 2.48 we now have one of ~2.29.
Scaling everything by this factor achieves both goals at the same time.
A third thing this achieves, though it wasn’t a goal, is that it very easily allows for porting UT99 maps. Scaling it up by the same single factor this movement has been scaled by means the map plays the same way it used to, not accounting for the new movement possibilities in this game of course.
What has changed
I ended up having to change 55+ values so I won’t go over them all.
What you can expect in general is faster running speed, slower acceleration, higher jumping, faster dodging speed, lower duration of dodges and more delay between dodges.
While dodges shouldn’t break maps there is a possibility some jumps (lifts jumps in particular) could allow players to go up to places they shouldn’t be able to.
The list of scale factors above gives some indication on the amount they changed by.
Basically what has changed is how current UT4 differs from UT99.
Some additional things I’ve changed are giving the character capsule a flat base, changing/improving water behavior (getting out of it in particular) and speeding up Sprint.
Download
https://ut.rushbase.net/Stolid/99HCM...wsNoEditor.pak
https://multiplayerforums.com/files/...core-movement/
Put the file in Documents\UnrealTournament\Saved\Paks\DownloadedPaks folder. Create it if it doesn't exist.
Create a game from the menu. Go to the Custom tab.
Select the UT99 Movement Properties mutator in the list and move it to the right.
Click Play to try this movement out offline
Or add
?mutator=/Game/Stolid/Movementv01/HardcoreMovement.HardcoreMovement_C
to the (server) command line.
Updated
Use the new command line above.
Update September 1st 2016
I ended up with changing the height of the mesh to 105% from 115%, but kept the widths at 115%. This makes all characters noticeably more bulky, IMO closer to the look of previous games.
Eye height lowered back down to where it was.
Animation speed reduced by 25%. This makes opponents movement appear a lot less chaotic and easier to track.
I also decided to move away from the slower deceleration that has been in the game for quite a while now. It is now back to where it was in previous games.
Update March 2nd 2016
Hacky fix to make liftjumps go the same height as they do on stock. This mainly effects superfast lifts like the one on DM-Chill to armor vest.
Reduced the eye height to be in between where it used to be and where current stock is. Since I still can't reduce the character height I don't want to go lower as opponents will look like giants compared to you, but this does make first person speed feel closer to where it has to be again.
Update February 10th 2016
Sprint put back to default for now
Impulse imparted by weapons now launches players up to the same height as in the default game, this makes rocket jumps etc work as before.
Dodge delay between dodges slightly reduced.
Update December 12th 2015
You can now jump up onto 200 unit boxes again.
Walldodge reset time has been significantly lowered, it’s now in between the default UT4 value and the previous value in the mutator.
Sprint speed slightly lowered and delay + acceleration from run speed to sprint speed has been changed back to the default UT4 value.
Impact jumps now give the same height as they do in default UT4
Walldodge speed has a max horizontal velocity slightly below the default limit.
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