StrafeRun-50 Automation cheat for Doom2
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Effect: Causes doom2's StrafeRun-50 (SR-50) mode of straferunning to occur automatically. Wallrun speeds also appear accellerated 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.
Why it is a cheat: 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 (Turbo 141) than a non-cheating player can achieve .
Method of Implementation: Mouse driver hack
How it works:
SR-50 itself is not a cheat, it is a normal characteristic of Doom2 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). The next few paragraphs explain this difference, which is NOT the SR-50 effect itself:
Doom2 has two ways in which strafing (stepping directly sideways) can be achieved. One can strafe by (1) defining seperate left and right strafe keys, or (2) using a Strafe-On button that can either be defined on the mouse or the keyboard., and is 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 seperate strafe keys, which offers the highest agility for player movement and is the configuration choice of most if not all skilled players, or,"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 holding down Strafe-On while activating a key that turns the player.
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's important to note that while the Strafe-On button is activated, both mouse movement from side to side and the normal turn-left and turn-right keys on the keyboard cease to be interpreted as a signal to turn the player, but instead are taken by Doom2 as a strafe command. This inability to immedietely turn artificially limits the reaction time and manuverability of a player (especially a mouse+keys configuration player) who is in Strafe-50 mode.
The StrafeRun-50 (SR-50) effect is caused as follows:
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), Doom2 creates the relative forward-angled speed of 50 from these two 50-speeds (one in each direction), and applies the well-known "straferun" diagonal-movement miscalculation to this number. The full speed of the player who is activating SR-50 is relative speed of Turbo 141, and the player is turned at a 45 degree angle.Skilled Deathmatchers have historically not used SR-50 as their primary straferunning mechanism because of the intense difficulty in-game caused by (1) the awkwardness of SR-50 activation, and (2) the inability to turn the player, using the mouse or directional keys, while in SR-50 mode. Rememeber, while Strafe-50 (and thus, SR-50) is activated, Doom ceases to accept mouse and keyboard commands for turning, and interprets all turn attempts as strafe commands. To turn, the player must first release the Strafe-On control, and only then will turning of the player be initiated. 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, should a small adjustment in the player direction become needed to avoid drifting into the wall or prepare for another manuver, that player cannot precisely correct his course without releasing the Strafe-On button first, once again a slow, unresponsive mechanism for Deathmatch movement. Essentially, the player's ability to mouse aim and adjust is paralyzed while the player is in SR-50 mode, and this limits its prospective uses in Deathmatch.
Note that in order to make this happen without moving the mouse steadily across the mousepad (a problematic thing 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 Turbo 128, and the player is turned at a 38 degree angle. All it takes to activate normal straferunning is a forward or backward key operated simultaneously with a directional strafe key.
And finally: the StrafeRun-50 automation cheat works approximately this way: It involves a hacked mouse driver that attempts to maintain a Strafe-On at all times, except when it detects sideways movement of the mouse. It then ceases to send a Strafe-On signal, allowing the player to turn. When sideways movement of the mouse ceases, it reactivates Strafe-On so that SR-50 is resumed. The player's configuration may need to be adjusted in a way that permits it to work with the mouse driver to create the effect.
The full degree to which SR-50 has been used in the past is still being researched as time permits (read: slowly). This page will be updated as the information is compiled.
If you downloaded the lmpdet utility prior to April 8, 2001, we suggest you download it again to pick up a new version of the documentation textfile within the zip.
You can view the lmpdet.exe documentation textfile here.
Developer Program Adam Hegyi StrafeRun-50 detection and analysis tool U. Girlich LMP Control panel (LMPC) John Ripley Coolmp .lmp statistic generator