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The Momentum Mod Details »»
The Momentum Mod
Version: 9, by CobaltBW (Community Noise Maker) CobaltBW is offline
Developer Last Online: Jan 2020

Version: SRB2 Rating: (4 votes - 4.20 average)
Released: 12-27-2019 Last Update: 01-10-2020 Installs: 3
Scripts Re-Useable Content

Script which preserves the player's momentum on the ground. In addition, some characters have had certain speed restrictions tweaked or removed.

Changes include:
  • Players can now run beyond their normal movespeed if carrying momentum from a spring, slope, etc.
  • Sonic's thok reduced from 60 to 50
  • Jumpthok ability's horizontal thrust scales with momentum
  • Tails' horizontal flight momentum now mirrors that of Sonic 3's (always faster when descending, always slower when rising). Additionally, Tails can now fly by holding the jump button instead of tapping it.
  • Knuckles no longer loses momentum after deactivating glide, and the momentum cut on landing has also been reduced
  • Fang no longer loses momentum when activating or deactivating bounce
  • Metal Sonic's dash mode stacks with carried momentum

Download Now

File Type: rar VL_Momentum-v9.rar (2.0 KB, 204 views)

Screenshots

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Comments
Old 2 Weeks Ago   #22
fickleheart
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Quote:
Originally Posted by Goldenhog View Post
I can only imagine what the logic behind letting upwards slopes affect your speed but not downward slopes was,
That's not what happens in vanilla. Speed _is_ affected by downward slopes, but the way friction works in SRB2 means you don't maintain speed above your running cap on the ground for very long.
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Old 2 Weeks Ago   #23
Sting the Cat
 
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I gotta say, this is a fun lua. I expected to be falling into pits every few seconds or so, but it seems relatively well-thought out.
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Old 2 Weeks Ago   #24
CobaltBW
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Quote:
Originally Posted by Unknownlight View Post
There's something rather glitchy about this version. Sometimes momentum is preserved even after coming to a complete stop. Compare the two GIFs.
Shoot. I know what went wrong. Expect this to be fixed later tonight.
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Old 2 Weeks Ago   #25
CobaltBW
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Alright! I think you guys will find this update very interesting.

Version 7
  • Fixed speedcap staying raised even after losing momentum
  • Tails flight has been modified to reflect that of Sonic 3's flight mechanics; Tails' horizontal speed will now be more forcefully restricted when moving upward, but those restrictions will always be lifted when moving downward
  • Knuckles and Fang's momentum cuts when activating/deactivating their abilities have now been removed

Since the scope of this wad has increased a little bit, I've updated the title to match.
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Old 2 Weeks Ago   #26
Frostiikin
 
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an issue i came across in thz2 is that on the conveyors, sonic will get an absurd ammount of speed by just running on them, and will rocket off uncontrollably from them.

---------- Post added at 02:11 AM ---------- Previous post was at 02:10 AM ----------

Other then that, this is one of those mods that really should just be a part of the base game, it makes sonic actually worth playing (online) as opposed to someone like metal or fang due to the speed you can get with the thok.
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Old 2 Weeks Ago   #27
glaber
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Quote:
Originally Posted by Frostiikin View Post
an issue i came across in thz2 is that on the conveyors, sonic will get an absurd ammount of speed by just running on them, and will rocket off uncontrollably from them.
Sounds like the old behavior from the final demo series to me.
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Old 2 Weeks Ago   #28
CobaltBW
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Quote:
Originally Posted by Frostiikin View Post
an issue i came across in thz2 is that on the conveyors, sonic will get an absurd ammount of speed by just running on them, and will rocket off uncontrollably from them.
This issue was fixed a few updates ago; try redownloading.
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Old 2 Weeks Ago   #29
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More criticism. I hope you don't mind.

With this mod, you keep more momentum while running than spinning. This kind of defeats the purpose of spinning, which in the classic games was meant to let keep more speed while giving up control.

I think either spinning needs to be buffed or running needs to be nerfed.
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Old 2 Weeks Ago   #30
SMS Alfredo
 
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Actually, in the specific instance that you showed, no, it does not defeat the purpose of spinning. The purpose of spinning in the Classics is to increase your speed while going down a slope, and decrease it when going up one, or even while just on flat ground. So, spinning isn't simply about sacrificing control for speed, but you also need to know when's the best time to start rolling. In the GIF, of course running would give you more speed, because you're not going down a downwards slope.

Last edited by SMS Alfredo; 2 Weeks Ago at 05:32 PM. Reason: added more bolds, and added a comment about flat ground
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Old 2 Weeks Ago   #31
Frostiikin
 
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Bug spotted: I updated to the latest version, and while playing frozen hillside, I found that the ice appears to have the same momentum bug as conveyors.
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Old 2 Weeks Ago   #32
Unknownlight
 
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Quote:
Originally Posted by SMS Alfredo View Post
Actually, in the specific instance that you showed, no, it does not defeat the purpose of spinning. The purpose of spinning in the Classics is to increase your speed while going down a slope, and decrease it when going up one, or even while just on flat ground. So, spinning isn't simply about sacrificing control for speed, but you also need to know when's the best time to start rolling. In the GIF, of course running would give you more speed, because you're not going down a downwards slope.
Ah. My instinct is that the same setup in the classic games (a spring next to a slope) would launch Sonic higher in ball form, but if I'm completely wrong then ignore me.
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Old 2 Weeks Ago   #33
CobaltBW
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Version 8
  • Some momentum can now be preserved underwater
  • Added momentum scaling for the jumpthok ability
  • Reworked Tails flight momentum
  • Tails now uses hold-fly
  • Fixed momentum being increased beyond current movespeed when running on ice sectors
  • Fixed a momentum bug for Knuckles and Fang when entering/exiting from their abilities while large or small

This will likely be my last update for now, assuming that no new bugs come to surface.
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Old 1 Week Ago   #34
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This might be a bit nit-picky, but being able to increase your speed just by jumping repeatedly on flat ground is a bit silly, although kinda fun.

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Old 1 Week Ago   #35
CobaltBW
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The player character appears to gain momentum every time they jump, and I'm wondering if this has something to do with ground friction. I can look into it and apply momentum cuts to cancel it out if needed.
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Old 1 Week Ago   #36
CobaltBW
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Version 9
  • Slight momentum cut on landing to prevent speed boosts while bunny-hopping
  • Thok momentum scaling reverted to static thrust amount (Jumpthok ability retains the momentum scaling feature)
  • Thok actionspd changed to 50 (from 45)
  • Spindash minimum charge amount raised by 50%
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Old 1 Week Ago   #37
carlrev
 
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This mod is beautiful. I didn't know you did these things (besides contributing to 85% of the OST)!
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Last edited by carlrev; 1 Week Ago at 06:08 AM.
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