If I could detect it, then I could support the toggle automatically and transparently.
Actually, in singleplayer you can just read the pitch_move setting. But I admit this is ugly.
movement jank
I wasn't entirely sure if you're attached to an object. But if you are, such jank is at least not new. x)
ALSO affects the animation timing for object:move_to(pos)
Ah I didn't know that I think. It looks like the server could send a separate update interval for each move_to actually. I've tried using a larger update interval than send inerval, and it works without major issues, so decoupling might work. Added a bullet to my large personal TODO list, maybe I'll make a PR or issue in a distance future if nobody else does.
The level design is great! The mechanics were introduced properly. And the harder levels are hard enough that you have to think and not just fiddle around. Solving the levels felt very awarding.
Other notes:
It would be nice if pitch move worked in space.
Sometimes I felt like I was teleported around a few nodes. Haven't found out if this a subgame or engine bug, and that's feaking me out.
Some of the effects, like the fire pushing you away, the feedback you get when you're in the way of a klotz, the bouncy walls, or the portal are very satisfying!
(If low latency is important for a better experience, you could also recommend decreasing dedicated_server_step to something like 0.016. This influences how frequent the server sends packets (also in singleplayer).)
FYI, in singleplayer server-step (aka globalstep) runs at 60Hz, so it's quite fine.
You can also decrease the dedicated_server_step setting, in singleplayer it affects the packet send interval.
I see.
Anyway, the mod is not using insecure environment. Your findings are (almost certainly) only coincidental, not causal. You could try disabling trust and then trying again.
Well I uderstood the error and analysed that you should add the waring in bold text that "Enable dssssa_player in trusted mods both in release and in the readme.
Please show your thinking. I have no idea how you would come to that conclusion.
And well how about your mv_vehicles mod any new update on that one.
That's offtopic here.
(I currently don't have the time and interest that would be needed for real improvements, sry.)
Actually, in singleplayer you can just read the
pitch_move
setting. But I admit this is ugly.I wasn't entirely sure if you're attached to an object. But if you are, such jank is at least not new. x)
Ah I didn't know that I think. It looks like the server could send a separate update interval for each
move_to
actually. I've tried using a larger update interval than send inerval, and it works without major issues, so decoupling might work. Added a bullet to my large personal TODO list, maybe I'll make a PR or issue in a distance future if nobody else does.Finally played it.
The level design is great! The mechanics were introduced properly. And the harder levels are hard enough that you have to think and not just fiddle around. Solving the levels felt very awarding.
Other notes:
dedicated_server_step
to something like0.016
. This influences how frequent the server sends packets (also in singleplayer).)Looks good!
FYI, in singleplayer server-step (aka globalstep) runs at 60Hz, so it's quite fine. You can also decrease the
dedicated_server_step
setting, in singleplayer it affects the packet send interval.Great idea!
And well enough executed (but sadly won't work well on laggy servers I guess).
Mod could use some polishment though.
I'd like to see smoother leg movement animations, i.e. don't jump to the next position, but move them along a curve.
I see. Anyway, the mod is not using insecure environment. Your findings are (almost certainly) only coincidental, not causal. You could try disabling trust and then trying again.
Please show your thinking. I have no idea how you would come to that conclusion.
That's offtopic here. (I currently don't have the time and interest that would be needed for real improvements, sry.)
TBH, I haven't tried with 5.6.1. Please try the latest master (or newest cdb release).
Also, linking https://github.com/Desour/dssssm/issues/1 here.