''Our Beta Testers have reported that this duck jump implementation causes you to lose velocity while running and duck-jumping. This is not a big deal for our mod since our goal is to eliminate bunny hopping, but if you want bunny hopping or CSS like movement, this implementation will not work for you without modification.'' As much as I'd like the model to not be all messed up during a crouch jump, this doesn't sound like a good trade.
"One way to preserve the player's velocity would be to calculate the new origin and also adding in a vector movement based on the player's velocity (instead of just pure z movement)." CS:GO already fixed the crouch issue along with the trade off, it just takes extra time to code but Garry is very likely not bothered to do it
Garry hasn't worked on Garry's Mod for a very long time now, his main focus is on Rust and other projects. Your best bet is going to Willox or Andres about it, though I doubt they would look into this since it might be seen as something that isn't an issue.
I posted this thread because I'm going to start pushing to have a feature added to remove this, something as simple as a timer that limits jump crouching to every 5-15 seconds or so might work. You all talking about how it's going to make it easier, go look at CS:GO where there really isnt much jump crouching, and thats a game based on aim skill. Anyways you can still jump in gmod, just not jump crouch. And quote from an article: Valve's implementation (in the Orange Box Source SDK) moves the player's origin upwards in the positive z-axis approximately 32 units in one frame. This causes a huge problem with prediction and hit box synchronization between the server and client. This also causes the player to appear to pop-up in the air! Given smoothing, we don't see this teleportation in such a harsh manner, causing some desync issues and such. It's one thing to be able to headshot people jump crouching but I've often seen it cause hitreg for even assault rifle bullets being sprayed at someones chest to get shitty.
May I ask why you are making a big push on this now when this has always been a problem but most of us know it's GMOD and will have to be fixed by Garry himself?
Cause actual bugfixes are going through. And with the recent addition of tiny anime models that don't scale to a normal player size, the problem is worse.
This isnt a bad idea and if u can implement it ill support the idea but it might not even be possible to do.
It'd be very easy to add a hook in, as I said to Opal last night: [2:40 AM]Xproplayer:onhook key [2:40 AM]Xproplayer:if key = crouch [2:40 AM]Xproplayer:start timer 5-15 seconds [2:40 AM]Xproplayer:set variable [2:40 AM]Xproplayer:cant croch = 1 [2:40 AM]Xproplayer:after timer expires cant crouch = 0 [2:41 AM]Xproplayer:onhook key if key = crouch and cant crouch = 1 then cancel key ghetto but it works. The only downside could be if this hurts performance, but I don't think it does as many other addons use key hooks without issue. Additionally there is a possibility that some map content might not be as easily reachable, however I think slowing it down is fine.
Jump crouching isn't healthy for the game in general since it's unpredictable movement. It's not going to feel fair to lose against something you cannot possibly predict. So yeah, do what you can to nerf it.
you can predict that it will be unpredictable. Therefore makning it so you can predict what will happen and predict your next move by finding another way to kill them without them predicting what your next move will be.
Exploiting game mechanics is what you do best, so I'm not sure why this is the only thing you're bringing up
I think we could use the new public test server to test different types of "fixes" to crouch jumping, as most of them will be a pretty major deal to players, and you don't want to change it to something bad suddenly.