pinsplash / halflife2chaos Goto Github PK
View Code? Open in Web Editor NEWHalf-Life 2 Chaos is a chaos mod for Half-Life 2
License: Other
Half-Life 2 Chaos is a chaos mod for Half-Life 2
License: Other
setpos 839.851135 -4413.726563 495.698730;setang 60.237545 111.846313 0.000000
d3_c17_05
Describe the bug
shooting with teleporter bullets effect active draws objets with a line towrds players prevoius positioin and position to be teleported to
To Reproduce
Steps to reproduce the behavior:
Expected behavior
(Not needed if it's something obvious, like you expected the game to not crash.)
When trying to launch the mod with all the appropriate map files installed, the game simply crashes upon start and says "Could not load library client. Try restarting. If that doesn't work, verify the cache."
Vehicles seem to have some separate representation of gravity, as they act like how other props do when sv_gravity changes in vanilla hl2.
Describe the bug
Got the "could not load library client" error message
To Reproduce
Steps to reproduce the behavior:
Followed the instructions but got this error
Is your feature request related to a problem? Please describe.
I found the command and i thought it would be fun to have it here
Describe the solution you'd like
Add new effect possibly called backflip/frontflip, which removes the max amount you can look up or down, possible implementation being executing cl_pitchup 360
and cl_pitchdown 360
on the client if possible
Describe alternatives you've considered
Also making player spin briefly would be fun (or annoying) too.
Additional context
gif below demonstaring what i mean because im bad at explenations
Describe the bug
Killing a Cityscanner when NPCs Explode on Death is activated seems to crash the game
To Reproduce
Steps to reproduce the behavior:
Expected behavior
It should just explode x2 as much, right?
If there are multiple jalopies, the radar stops working on all of them except the newest one.
Crash when the game chooses random teleport. This is likely due to the fact that there aren't any nav meshes
Map sp/game/mod_hl2/maps/sdk_vehicles.bsp
Commit df274103a075803caf98e4fbb29ffe5a09c5a178
Steps to reproduce:
map sdk_vehicles
chaos_test_effect 17
backtrace:
Thread 1 "hl2_linux" received signal SIGSEGV, Segmentation fault.
0xde7c2bc9 in CAI_Node::GetPosition (this=0x0, hull=0) at /home/acuifex/projects/halflife2chaos/sp/src/game/server/ai_node.cpp:203
203 if (m_eNodeType == NODE_CLIMB)
(gdb) backtrace
#0 0xde7c2bc9 in CAI_Node::GetPosition (this=0x0, hull=0) at /home/acuifex/projects/halflife2chaos/sp/src/game/server/ai_node.cpp:203
#1 0xde9770f3 in CChaosEffect::RandomTeleport (this=0x1c197a10, bPlayerOnly=true)
at /home/acuifex/projects/halflife2chaos/sp/src/game/server/hl2/hl2_player.cpp:5589
#2 0xde981b83 in CChaosEffect::StartEffect (this=0x1c197a10) at /home/acuifex/projects/halflife2chaos/sp/src/game/server/hl2/hl2_player.cpp:5407
#3 0xde976d33 in CHL2_Player::StartGivenEffect (this=0x1e73b400, nID=17)
at /home/acuifex/projects/halflife2chaos/sp/src/game/server/hl2/hl2_player.cpp:5374
#4 0xde97ef1b in CHL2_Player::PreThink (this=0x1e73b400) at /home/acuifex/projects/halflife2chaos/sp/src/game/server/hl2/hl2_player.cpp:1067
#5 0xdec2ec46 in CPlayerMove::RunPreThink (this=<optimized out>, player=<optimized out>)
at /home/acuifex/projects/halflife2chaos/sp/src/game/server/player_command.cpp:263
#6 0xdec2f7e6 in CPlayerMove::RunCommand (this=<optimized out>, player=<optimized out>, ucmd=<optimized out>, moveHelper=<optimized out>)
at /home/acuifex/projects/halflife2chaos/sp/src/game/server/player_command.cpp:422
#7 0xdec28f37 in CBasePlayer::PlayerRunCommand (this=0x1e73b400, ucmd=0x1e889500, moveHelper=0xdf1203e8 <MoveHelperServer()::s_MoveHelperServer>)
at /home/acuifex/projects/halflife2chaos/sp/src/game/server/player.cpp:3690
#8 0xde9836ef in CHL2_Player::PlayerRunCommand (this=0x1e73b400, ucmd=0x1e889500, moveHelper=0xdf1203e8 <MoveHelperServer()::s_MoveHelperServer>)
at /home/acuifex/projects/halflife2chaos/sp/src/game/server/hl2/hl2_player.cpp:1874
#9 0xdec2674e in CBasePlayer::PhysicsSimulate (this=0x1e73b400) at /home/acuifex/projects/halflife2chaos/sp/src/game/server/player.cpp:3356
#10 0xdebf1e63 in Physics_SimulateEntity (pEntity=0x1e73b400) at /home/acuifex/projects/halflife2chaos/sp/src/game/server/physics_main.cpp:2008
#11 0xdebf2419 in Physics_RunThinkFunctions (simulating=<optimized out>) at /home/acuifex/projects/halflife2chaos/sp/src/game/server/physics_main.cpp:2064
#12 0xde8eb5a4 in CServerGameDLL::GameFrame (this=0xdf107d88 <g_ServerGameDLL>, simulating=true)
at /home/acuifex/projects/halflife2chaos/sp/src/game/server/gameinterface.cpp:1239
#13 0xf174e2e6 in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#14 0xf174f42e in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#15 0xf1667107 in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#16 0xf16690c8 in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#17 0xf166aa28 in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#18 0xf16828c1 in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#19 0xf1682b0e in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#20 0xf1682c19 in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#21 0xf1767072 in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#22 0xf1763bef in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#23 0xf1763cfd in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#24 0xf17b9390 in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#25 0xf176501f in ?? () from /home/acuifex/.local/share/Steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin/engine.so
#26 0xf7be1ef0 in ?? ()
#27 0xf7be1ef0 in ?? ()
#28 0xf7bc9d4d in ?? ()
#29 0x08048504 in main ()
Breen doesn't have animations for using a gravity gun
Describe the bug
Trying to build for Ubuntu 22.0.4.
running the "make -f ./sp/src/games.mak -j$(grep processor /proc/cpuinfo | wc -l) client_hl2 server_hl2"
command errors with many fatal errors, stating "No such file or directory"
To Reproduce
Steps to reproduce the behavior:
Try to build the mod from source according to the instructions.
-> Fails with Compilation errors "File Not found"
Additional context
Error log: https://pastebin.com/z5CQD6da
If the camera wobbles in and out of intended space, it can cause portions of the screen to flash. Thankfully this isn't very common.
In normal play, d1_town_02 or d2_coast_07 are entered twice, from different places. This is a problem for the effect Restart Level, because if the player is on d1_town_02 or d2_coast_07, they would have to go through both d1_town_02 AND d1_town_03 or d2_coast_07 AND d2_coast_08 again, which is too harsh. For d1_town_02, we'd rather spawn at the staircase close to d1_town_03. For d2_coast_07, we'd rather spawn at the door to the bridge with the forcefield already turned off.
The process for fixing up spawns has been established, I just need to devise a foolproof way to detect which map the player came from.
serialize magnet names
self-explanatory
Blobs don't look good right now because they use a model for their appearance, not metaballs. I recently saw someone put metaballs in gmod, so surely it's possible to do in hl2.
Seems like it's not possible for YouTube. Twitch?
Somehow, people seem to keep getting my personal keybinds, even though the mod no longer ships a config.cfg and every other bind-related file looks normal.
The most obvious ones are mwheel on jump and save and load on m and n.
Look at basically any video of hl2 chaos on youtube.
The current system for remembering properties about chaos-spawned entities is a holdover from when they were being stored to and read from a text file. Whatever point_template does couldn't be worse.
Half-Life 2 Chaos does not ship with bsp files over piracy concerns. Would it actually enable piracy? Would Valve care? I'm not sure, so I'm staying on the side of caution.
Map files need to be copied from the installation of the game, over to the maps folder of the appropriate mod. Otherwise, currently, the HL2 mod will not be able to find any maps. The episodic mods will read from the VPKs of the 2013 SDK, which is bad, because no packed assets will be loaded. Packed assets include cubemaps and any materials that were using them.
This is tolerable but not great. The real issue is that this has to be done again every time a new release is downloaded.
Headcrabs and zombie torsos can spawn from zombies.
ent_text shows the player near the back of the airboat
Ground turrets don't look good when spawned because the top part of them is actually a brush entity. I could make that part a prop with propper?
Game goes through all effects before repeating.
Possible fix:
chaos_vote_reset
to quickly choose new effects
these weapons aren't configured to work well when held by a player. just iron out any issues with them (like HUD positioning) and give them viewmodels
Recently, some NPCs were changed to derive from CNPC_PlayerCompanion instead of whatever they had before. This caused them to start hitting an assert upon loading a save from a map where those affected NPCs exist. Nothing bad seems to happen but it does concern me. Unfortunately I have no idea what the assert is meant to tell me.
Describe the bug
I've followed all the instructions in the readme but I couldn't get the Twitch integration to work, the script log shows the messages posted in chat but the text source in OBS is stuck on "Vote #-1" and typing commands (!A, !B, !C, !D) does nothing
The only errors I get are "[Unknown Script] poll unexpected exception: " after connecting with twitch
and
"[Unknown Script] poll failed [WinError 64] The specified network name is no longer available" after I reload the script in OBS
I was thinking that it might have to do with windows firewall but the errors still persist after disabling it
To Reproduce
No clear steps to mention, just setup the twitch integration
Expected behavior
The text source should show the effects and chat commands that chatters can use but it just says "Vote #-1"
Additional context
mod version 0.2.6 - windows 10 - OBS 29.1.1 - latest steam beta client if that matters
Spawn invisible prop_sphere's under car tires to give a more convincing bump.
NPCs like breen and eli can't use guns correctly. They fire one shot, then bring their arms down and put them back up before firing the next shot, making them really inefficient.
!(this)[https://i.imgur.com/PMETLio.png]
Problem
Twitch prohibits sending same messages too quickly, so the vote doesn't go through. (e.g. you voted for !d in the previous vote, and want to vote !d again)
Also this would prevent voting for the wrong thing due to stream delay
Possible implementation
add another voteKeywords
list and choose between the two lists depending on voteNumber
also possibly add a checkmark to enable keyword switching?
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