Difference between revisions of "SR-50 automation"

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SR-50 itself is not a cheat, it is a normal characteristic of Doom movement. It is the automation of SR-50 which is a drastic cheat.
 
SR-50 itself is not a cheat, it is a normal characteristic of Doom movement. It is the automation of SR-50 which is a drastic cheat.
  
To understand how SR-50 works, it is necessary to first explain how Strafe-50 and Normal Strafe work (which are seperate but related mechanisms to SR-50).  
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To understand how SR-50 works, it is necessary to first explain how Strafe-50 and Normal Strafe work (which are separate but related mechanisms to SR-50).  
  
Doom has two ways in which strafing (stepping directly sideways) can be achieved. One can strafe either by defining seperate left and right strafe keys, or by using a Strafe-On button that can either be defined on the mouse or the keyboard, used in combination with a signal which normally turns the player.
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Doom has two ways in which strafing (stepping directly sideways) can be achieved. One can strafe either by defining separate left and right strafe keys, or by using a Strafe-On button that can either be defined on the mouse or the keyboard, used in combination with a signal which normally turns the player.
  
 
Using these two variations of activating strafing, there are two different kinds of strafing.
 
Using these two variations of activating strafing, there are two different kinds of strafing.
 
   
 
   
 
* "Normal strafing" causes a sideways relative Doom speed of "40" and is achieved by either:
 
* "Normal strafing" causes a sideways relative Doom speed of "40" and is achieved by either:
**Defining seperate strafe keys, which offers the highest agility for player movement and is the configuration choice of most if not all skilled players, or,
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**Defining separate strafe keys, which offers the highest agility for player movement and is the configuration choice of most if not all skilled players, or,
 
**By holding down Strafe-On while activating a key that turns the player.
 
**By holding down Strafe-On while activating a key that turns the player.
 
          
 
          
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In order to make this happen without moving the mouse steadily across the mousepad (problematic to maintain simply for a straferun), one has to activate 4 functions at once: Strafe-On, a directional strafe defined with one key, a turn in one direction, and a forward or back.
 
In order to make this happen without moving the mouse steadily across the mousepad (problematic to maintain simply for a straferun), one has to activate 4 functions at once: Strafe-On, a directional strafe defined with one key, a turn in one direction, and a forward or back.
  
This contrasts with "normal straferunning", in which Doom takes the simultaneous forward or backward movement from a straferun (a value of 50) and the "normal strafe" speed of 40 and combines them for a relative forward-angled speed of 45. When the known "straferun" miscalculation Doom has is applied to this number, the normal straferunning player comes through at a relative speed of 128%, and the player is turned at a 38 degree angle. All that is neccessary to activate normal straferunning is a forward or backward key operated simultaneously with a directional strafe key.
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This contrasts with "normal straferunning", in which Doom takes the simultaneous forward or backward movement from a straferun (a value of 50) and the "normal strafe" speed of 40 and combines them for a relative forward-angled speed of 45. When the known "straferun" miscalculation Doom has is applied to this number, the normal straferunning player comes through at a relative speed of 128%, and the player is turned at a 38 degree angle. All that is necessary to activate normal straferunning is a forward or backward key operated simultaneously with a directional strafe key.
  
 
Skilled Deathmatchers have historically not used SR-50 as their primary straferunning mechanism because of the intense difficulty in-game caused by the awkwardness of SR-50 activation and the inability to turn while in SR-50 mode.  To turn, the player must first release the Strafe-On control, and only then will turning of the player be possible. This requirement makes SR-50 unsuitable most of the time in Deathmatch, which typically requires split second reactions due to unanticipated appearances and movement of the opponent. Releasing the strafe-on button and then turning causes too slow a reaction time to the opponent's movement to be able to risk use of SR-50 frequently. Furthermore, when a player is in SR-50 mode and is running down a corridor, small adjustments in angle are difficult, limiting the player's ability to aim with the mouse aim. This limits its prospective uses in Deathmatch.
 
Skilled Deathmatchers have historically not used SR-50 as their primary straferunning mechanism because of the intense difficulty in-game caused by the awkwardness of SR-50 activation and the inability to turn while in SR-50 mode.  To turn, the player must first release the Strafe-On control, and only then will turning of the player be possible. This requirement makes SR-50 unsuitable most of the time in Deathmatch, which typically requires split second reactions due to unanticipated appearances and movement of the opponent. Releasing the strafe-on button and then turning causes too slow a reaction time to the opponent's movement to be able to risk use of SR-50 frequently. Furthermore, when a player is in SR-50 mode and is running down a corridor, small adjustments in angle are difficult, limiting the player's ability to aim with the mouse aim. This limits its prospective uses in Deathmatch.

Revision as of 10:45, 17 January 2005

SR-50 automation is a Multiplayer cheat which causes Doom's StrafeRun-50 (SR-50) mode of straferunning to occur automatically. Wallrun speeds may also be accelerated beyond that of a normally-executed wallrun. This is not to be confused with "normal" Straferunning, SR-50 is a different type of straferunning that is normally very difficult to activate and control.

SR-50 automation is considered unfair as it provides a means for the cheating player to use SR-50 at a level of effectiveness that is not humanly-executable and is fully automated, functioning without any input from the cheating player. The end result is a fully-automated straferun speed that is significantly higher than a non-cheating player can achieve .

Implementation of the cheat typically involves a modified mouse driver.

Technical explanation

SR-50 itself is not a cheat, it is a normal characteristic of Doom movement. It is the automation of SR-50 which is a drastic cheat.

To understand how SR-50 works, it is necessary to first explain how Strafe-50 and Normal Strafe work (which are separate but related mechanisms to SR-50).

Doom has two ways in which strafing (stepping directly sideways) can be achieved. One can strafe either by defining separate left and right strafe keys, or by using a Strafe-On button that can either be defined on the mouse or the keyboard, used in combination with a signal which normally turns the player.

Using these two variations of activating strafing, there are two different kinds of strafing.

  • "Normal strafing" causes a sideways relative Doom speed of "40" and is achieved by either:
    • Defining separate strafe keys, which offers the highest agility for player movement and is the configuration choice of most if not all skilled players, or,
    • By holding down Strafe-On while activating a key that turns the player.
  • "Strafe-50" (also known as "faststrafing") is faster than normal strafing, causing a sideways relative Doom speed of "50". It is 25% faster than normal strafing, and is activated in one of two ways:
    • By activating three key functions at the same time: Strafe-On, one seperately-defined strafe-left or strafe-right key, and a turn left or turn right key. The Strafe-On key can either be defined on the keyboard or on the mouse. Or,
    • It can be activated by holding down a Strafe-On button (either on the mouse or the keyboard) and moving the mouse to either side at a rate of speed that will generate a full speed strafe.

It is important to note that while the Strafe-On button is activated, both mouse movement from side to side and the normal left and right turn keys on the keyboard cease to be interpreted as a signal to turn the player, but instead are taken by Doom as a strafe command. This inability to immediately turn artificially limits the reaction time and manuverability of a player (especially a player using a combination of mouse and keyboard) who is in Strafe-50 mode.

When strafe-50 is combined with straferunning (a simultaneous forward or backward movement at full speed, which is a doom speed of 50 as well), Doom creates the relative forward-angled speed of 50 from these two 50-speeds (one in each direction), and applies a diagonal-movement miscalculation to this number. The full speed of the player who is activating SR-50 is relative speed of 141%, and the player is turned at a 45 degree angle.

In order to make this happen without moving the mouse steadily across the mousepad (problematic to maintain simply for a straferun), one has to activate 4 functions at once: Strafe-On, a directional strafe defined with one key, a turn in one direction, and a forward or back.

This contrasts with "normal straferunning", in which Doom takes the simultaneous forward or backward movement from a straferun (a value of 50) and the "normal strafe" speed of 40 and combines them for a relative forward-angled speed of 45. When the known "straferun" miscalculation Doom has is applied to this number, the normal straferunning player comes through at a relative speed of 128%, and the player is turned at a 38 degree angle. All that is necessary to activate normal straferunning is a forward or backward key operated simultaneously with a directional strafe key.

Skilled Deathmatchers have historically not used SR-50 as their primary straferunning mechanism because of the intense difficulty in-game caused by the awkwardness of SR-50 activation and the inability to turn while in SR-50 mode. To turn, the player must first release the Strafe-On control, and only then will turning of the player be possible. This requirement makes SR-50 unsuitable most of the time in Deathmatch, which typically requires split second reactions due to unanticipated appearances and movement of the opponent. Releasing the strafe-on button and then turning causes too slow a reaction time to the opponent's movement to be able to risk use of SR-50 frequently. Furthermore, when a player is in SR-50 mode and is running down a corridor, small adjustments in angle are difficult, limiting the player's ability to aim with the mouse aim. This limits its prospective uses in Deathmatch.

Source

This writeup incorporates text from StrafeRun-50 Automation cheat, used with permission.