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View Code? Open in Web Editor NEWAn open-source reimplementation of Adrenaline Gamer's client library.
Home Page: https://j.mp/OpenAG
License: Other
An open-source reimplementation of Adrenaline Gamer's client library.
Home Page: https://j.mp/OpenAG
License: Other
For Windows and Linux (and OSX when someone helps with that). Clear instructions with dependencies listed.
hud_color "r g b"
- Changes the HUD color, like in BPro.
The CTF HUD, sounds and whatnot.
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.
I would like to ask to add AG6.6 command called "customtimer" to openAG.
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.
Make the server switch gamemode without having to restart the map.
color the HUD messages sent by server or amxmodx
which are received by the client
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.
Something like cl_cross_outline_size
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
This would be a serverside feature and would only work on servers that support it (OpenAG servers)
when using cl_forceenemymodel
and cl_forceteammatemodel
and viewing from spectate, all players in any team have models set in cl_forceenemymodel
When there are many players in different teams the scoreboard doesn't update the teams and colors properly.
UserMsg: No pfn SpikeCheck 117
UserMsg: No pfn CheatCheck 102
UserMsg: No pfn PlaySound 111
UserMsg: No pfn PlayerId 106
Although this isn't necessarily an issue, just wanting to let you know that the AG 6.6 source code has been released on github and you can probably grab some useful stuff from it. c:
You can find it here:
https://github.com/martinwebrant/agmod
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.
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.
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.
Perhaps add the packet loss as well - as AG itself does.
Add cl_lefthand 1 or cl_righthand 0 like in CS 1.6 to have weapons on the left side of the screen.
Like forcemodel <name/#id> <model>
, or forceteammodel <teamname> <model>
Currently hud_draw 0 also hides the custom crosshair, these need to be separated the same way a normal crosshair is.
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
Something like CSGO's viewmodel_fov so you can set how much your weapon sticks out without changing the actual field of view.
Please make these commands working as they are pretty important in team communication sometimes.
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
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.
Would there be a possibility for a Mac OSX port or would you need access to a Mac yourself?
Currently players with the highest fps values will respawn the fastest, giving an advantage to higher fps players.
Perhaps base it on 100fps respawn speed.
Was fine on the last build, now says could not load library.
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.
https://stackoverflow.com/a/53965471
Not sure how to apply this to cmake..
https://ci.appveyor.com/project/YaLTeR/openag/builds/29067902/job/u7cpcqh8xs5rmmue#L46
This will help bring down the warning count.
Every time when launch game internet server list is empty, gotta press "Refresh all" each time.
Please make auto-refresh server list on launching game.
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
Self-explanatory, outline gets drawn for the crosshair but not the dot (cl_cross_dot_size)
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
Add toggle for the chat sound whenever there's a new message (sound/misc/talk.wav).
Make it disabled by default (like in AG)
by default locs are read only from /ag
is it possible to make locs read from /ag_downloads ?
/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
.
Just like cl_draw_only_deathnotices 1 in CSGO. Great for fragmovies when you want the deathnotices to be visible but the rest of the HUD turned off (hud_draw 0)
Game crash when trying to create a server in OpenAG mod (latest build).
Dados
)ag
folder to /Volumes/Dados/SteamLibrary/steamapps/common/Half-Life/
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.
client.dylib
file with the built file. Still same errorComputer 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
Protocol version 48
Exe version 1.1.2.2/Stdio (valve)
Exe build: 15:53:18 Apr 3 2019 (8196)
Basically fix standing up dead corpses.
Might be doable clientside, not sure.
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 ?
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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