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openag's Issues

Add hud_color.

hud_color "r g b" - Changes the HUD color, like in BPro.

Consider adding the clientside autojump.

Everyone is using autojump scripts anyway, would be more precise and less hassle with _special to have a built-in autojump. Need to ask the community for opinions on this one though.

Customtimer

I would like to ask to add AG6.6 command called "customtimer" to openAG.

Weapon configs

Add a way to have different configurations based on your currently equipped weapon i.e. when you have gauss, your crosshair would be a red dot but when you pull out your 9mmAR you get a green crosshair and your weapon would be in a left-handed spot.

Could do this with config files or some in-game preset system:
cl_weaponcfg_gauss gauss.cfg would use settings from gauss.cfg when you have gauss in your hands.

There might be a better way to do this, if config files are slow or bad in some way.

Menu mouse issues.

Sometimes when you alt-tab out of the game and back in the mouse in the menu becomes invisible. If you're playing on a server you can hit escape twice and the mouse will appear, however if you are not you'll have to manage to connect to one with invisible mouse.

Team info HUD element

Add a HUD element like cl_scores that would display information about your teammates, such as their location, health/armor and perhaps their weapon? Maybe let the user customize what they want to see in there, for example:

cl_teamhud_location 1
cl_teamhud_health 1
cl_teamhud_weapon 1

would return something like
.execut4ble at Bridge (86/52) with Gauss

teamhud

This would be a serverside feature and would only work on servers that support it (OpenAG servers)

Can't jump in Xash3D SDL

The new update works great on GoldSrc (Good job! Really excited to see the new CTF stuff getting in now), but there is a slight problem; I can't jump in Xash. At all. I've tested it with Xash3D SDL v0.18 release. I've tried disabling auto jump, but it didn't do anything. I guess it's RIP for Xash support.

I'm not entirely sure what the problem is. I'll post a log tomorrow. I suggest you get the newest Xash release and copy over your AG folder + OpenAG and take a look yourself. You might have a better idea of what's going on. I've tried rebinding jump as well with no luck.

Hovering nametags

Add hovering nametags above teammates or all players, either always visible or instantly when the player mouse-overs them like in CSGO/Overwatch.

Could also add their health/armor status next to the name if they're your teammate.

Mouse input issue I noticed

I recently noticed that the input in Xash was different compared to the input in the original GoldSrc. Apparently, enabling v-sync seems to make the mouse input have a slight delay (or maybe it's just me).

When I tried OpenAG, the mouse input still felt the same until I disabled v-sync in original GoldSrc using the command:
gl_vsync 0

After that, mouse input felt much more precise. You might want to make a wiki or something with information like this.

Left-handed weapon mode

Add cl_lefthand 1 or cl_righthand 0 like in CS 1.6 to have weapons on the left side of the screen.

CTF Score

OpenAG shows total frags score (like if it was tdm) instead of total captures per team in CTF, so it is not possible to know which team is winning while playing this gamemode

Original AG client did show the captures as the team score, regardless of the frag count

Colorized chatlog in console

sometimes you are too late to read in-game chat
ofc its logged in console but its rly hard readable among other data

would be good to have it colorized, for example green
so it will be pretty easy to spot chat lines in console in a short period

Add hud_weapon

From original AG 6.6, shows a sprite of your currently held weapon on your HUD (there are existing sprites for this in ag/sprites/ folder).

Useful if you are playing with r_drawviewmodel 0.

Mac OSX package?

Would there be a possibility for a Mac OSX port or would you need access to a Mac yourself?

GLIBCXX_3.4.22 requirement

Prevents working on e.g. Ubuntu 16.04

00000000      DO *UND*  00000000  GLIBCXX_3.4.22 _ZTINSt6thread6_StateE
00000000      DF *UND*  00000000  GLIBCXX_3.4.22 _ZNSt6thread6_StateD2Ev
00000000      DF *UND*  00000000  GLIBCXX_3.4.22 _ZNSt6thread15_M_start_threadESt10unique_ptrINS_6_StateESt14default_deleteIS1_EEPFvvE

Probably somewhere in the Discord integration.

could not load library .../client.so

After run AG from Steam or directly with LD_LIBRARY_PATH and runtime libs from Steam, i see:

could not load library /home/outbreak/.steam/steam/steamapps/common/Half-Life/./ag/cl_dlls/client.so

Half-life itself working good.
Debian Testing (multiarch), Steam from official repos.
Linux hikari 4.9.0-3-amd64 #1 SMP Debian 4.9.25-1 (2017-05-02) x86_64 GNU/Linux

HLKZ quality of life features

  • Automatic demo stop-record on teleport to start position / respawn
  • Automatic demo stop-rename on pressing the finish button, configurable to continue recording for up to n seconds after the button press (or up to the next start position / respawn (configurable to only with PB?)
  • Strafing HUD (think CGAZ HUD in Defrag) - this one was requested in BXT and could be cool to have
  • Client-side timer (I wonder how much it'll differ from the serverside one)

CVar for chat and team sounds

for now theres no chat / team sounds at all (at least in linux build)

would be good to have something like s_chatsound for chat beeps and s_teamsound for cmds like play_team and play_close

actually teamsounds are pretty important sometimes

Compile errors on GCC 8.3

/home/yalter/Source/cpp/OpenAG/cl_dll/hud_servers.cpp: In member function ‘int CHudServers::LoadMasterAddresses(int, int*, netadr_t*)’:
/home/yalter/Source/cpp/OpenAG/cl_dll/hud_servers.cpp:824:19: error: ‘%s’ directive writing up to 1023 bytes into a region of size 256 [-Werror=format-overflow=]
    sprintf( base, "%s", m_szToken );
                   ^~~~
/home/yalter/Source/cpp/OpenAG/cl_dll/hud_servers.cpp:824:11: note: ‘sprintf’ output between 1 and 1024 bytes into a destination of size 256
    sprintf( base, "%s", m_szToken );
    ~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~
/home/yalter/Source/cpp/OpenAG/cl_dll/hud_servers.cpp:843:20: error: ‘%s’ directive writing up to 255 bytes into a region of size 64 [-Werror=format-overflow=]
    sprintf( szAdr, "%s:%i", base, nPort );
                    ^~~~~~~  ~~~~
/home/yalter/Source/cpp/OpenAG/cl_dll/hud_servers.cpp:843:11: note: ‘sprintf’ output between 3 and 268 bytes into a destination of size 64
    sprintf( szAdr, "%s:%i", base, nPort );
    ~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

and others. Temporary fix is to go into CMakeLists.txt and remove -Werror.

[OpenAG][macOS] Crash when trying to create a server

Game crash when trying to create a server in OpenAG mod (latest build).

What I did to install it

  • Bought Half-Life in Steam
  • Installed it to secondary hard drive (500GB of size, labeled Dados)
  • Downloaded OpenAG's "Full mod package" from https://openag.pro/
  • Extracted the ag folder to /Volumes/Dados/SteamLibrary/steamapps/common/Half-Life/
  • Restarted Steam
  • The game showed up in my library, so install is okay.

Steps for reproducing

  1. Launch the mod
  2. Click Create Server
  3. Leave defaults
  4. Click Start
  5. The create server window will desappear
  6. Click Create Server again
  7. Leave defaults
  8. Click Start
  9. The server starts to boot
  10. The game crashes

Terminal output (sensitive information replaced)

If I start the game from the Terminal, the following errors appear in output:

~ $ /Volumes/Dados/SteamLibrary/steamapps/common/Half-Life/hl.sh -game ag
Using breakpad crash handler
Setting breakpad minidump AppID = 70
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
found breakpad via in process memory: '/Users/myuser/Library/Application Support/Steam/Steam.AppBundle/Steam/Contents/MacOS/Frameworks/Breakpad.framework/Versions/A/Resources'
Installing breakpad crash handler
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
Steam_SetMinidumpSteamID:  Caching Steam ID:  76561198826776599 [API loaded yes]
Steam_SetMinidumpSteamID:  Setting Steam ID:  76561198826776599
SteamID:  0, universe Public
SteamID:  76561198826776599, universe Public
SteamID:  0, universe Public
GL_SIZES:  r:8 g:8 b:8 a:8 depth:24

ARB Multitexture extensions found.

8 texture units.  Detail texture supported.

Error:dlopen(/Volumes/Dados/SteamLibrary/steamapps/common/Half-Life/ ?dx, 2): image not found
Error:dlopen(/Volumes/Dados/SteamLibrary/steamapps/common/Half-Life/Fv(???, 2): image not found
[warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
[warn] kq_init: detected broken kqueue; not using.: Undefined error: 0
ILocalize::AddFile() failed to load file "resource/ag_english.txt".
Platform config directory: platform/config
0:Initializing platform...
Server module initialized.

World module initialized.

STEAM Auth Server

AppActive: active
AppActive: active
Usage:
Setmaster unavailable, start a server first.

NET Ports:  server 27015, client 27005

Server IP address xxx.xxx.xxx.xxx:27015

Host_Error: Couldn't get DLL API from !

Usage:
Setmaster unavailable, start a server first.

What I tried to do to fix it

  • Steam's "Verify integrity of game files" menu option (for Half-Life game). First it finds two files that don't pass the validation, than it corrects them. This has no effect, the mod still crashes after fixing the files
  • Build OpenAG from source as per official instructions for macOS and replacing original client.dylib file with the built file. Still same error

System information

Computer Information:
    Manufacturer:  Apple
    Model:  Macmini5,1
    Form Factor: Desktop
    No Touch Input Detected

Processor Information:
    CPU Vendor:  GenuineIntel
    CPU Brand:         Intel(R) Core(TM) i5-2415M CPU @ 2.30GHz
    CPU Family:  0x6
    CPU Model:  0x2a
    CPU Stepping:  0x7
    CPU Type:  0x0
    Speed:  2300 Mhz
    4 logical processors
    2 physical processors
    HyperThreading:  Supported
    FCMOV:  Unsupported
    SSE2:  Supported
    SSE3:  Supported
    SSSE3:  Supported
    SSE4a:  Unsupported
    SSE41:  Supported
    SSE42:  Supported
    AES:  Supported
    AVX:  Supported
    CMPXCHG16B:  Supported
    LAHF/SAHF:  Supported
    PrefetchW:  Unsupported

Operating System Version:
    MacOS 10.13.6 (64 bit)

Video Card:
    Driver:  Intel HD Graphics 3000
    Driver Version:  1.2
    OpenGL Version: 2.1
    Desktop Color Depth: 32 bits per pixel
    Monitor Refresh Rate: 60 Hz
    VendorID:  0x8086
    DeviceID:  0x126
    Revision:  0x9
    Number of Monitors:  1
    Number of Logical Video Cards:  1
    Primary Display Resolution:  1920 x 1080
    Desktop Resolution: 1920 x 1080
    Primary Display Size: 20.39" x 11.46" (23.39" diag)
                                            51.8cm x 29.1cm (59.4cm diag)
    Primary VRAM: 0 MB

Memory:
    RAM:  8192 Mb

Miscellaneous:
    UI Language:  Português-Brasil (Portuguese-Brazil)
    Media Type:  DVD
    Total Hard Disk Space Available:  590265 Mb
    Largest Free Hard Disk Block:  469725 Mb
    VR Headset: None detected

In‐game console version output

Protocol version 48
Exe version 1.1.2.2/Stdio (valve)
Exe build: 15:53:18 Apr  3 2019 (8196)

Forcemodel options

imo would be much better to have cvars like cl_forceteammatesmodel and cl_forceenemymodels so you will not to have to enter force param for every model/team every time and just put these 2 in cfg and always have fixed models of teammates and enemys nomatter which team you are playing for.

what you think ?

Hit sounds

Add a sound that plays whenever you do damage to someone. Just like in Reflex, Quake Live or Adrenaline Gamer 2.

Since there are no "critical" hits in this game, you could add a different sound for headshots instead.

If the damage is done through a wall (via wallgauss), don't play the sound since it would give the player some info advantage. Perhaps it could be played if the wallgauss hit is direct (if there's a way for the game to "see" that).

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