Commit graph

216 commits

Author SHA1 Message Date
pierow
09c48fa653 config updates 2024-03-26 19:22:41 -04:00
pierow
71e5051752 add cl_cmcancellast 2024-03-26 19:22:41 -04:00
RGreenlees
ddeb934179 Update bot ini and navmeshes 2024-03-26 19:16:46 -04:00
RGreenlees
c7efc37227 Rever accidental change to Linux fix 2024-03-26 19:16:46 -04:00
RGreenlees
b139fbf9b8 Better bot config handling and logging
* Bot config is no longer case-sensitive
* Listen server hosts now get console notifications on bot status, errors etc.
* Added safeguards around parsing the file to prevent bad values crashing
* Made mp_botautomode default to 1 and mp_botcommandermode default to 1
2024-03-26 19:16:46 -04:00
RGreenlees
67903b598e Weld tweak 2024-03-26 19:16:46 -04:00
RGreenlees
c6344df589 Weld and guard behaviour fix 2024-03-26 19:16:46 -04:00
RGreenlees
1cd837b372 Fixed bug with detecting door triggers 2024-03-26 19:16:46 -04:00
RGreenlees
f391176841 Door and movement improvements
* Fixed buttons having overly long wait times with bots
* Fixed issue with climbing walls in certain situations
2024-03-26 19:16:46 -04:00
pierow
58358d0927
Bot integration for v3.3b8 (#156)
* Initial bot commit

* Added server commands and cvars for adding AI players to the game.
* Added auto modes for automating the adding and removal of bots
* Bots connect to the server and join teams correctly

* Added round restart and new map detection for AI system

Push before new project added for detour

* Initial bot integration

* Integrated all basic bot code for navigation and task performing
* Added support for multi_managers to better understand how buttons and triggers affect doors

* Improved bot understanding of door triggers and weldables

* Reworked nav profiles

Nav profiles for bots are now dynamically updated to take into account changing capabilities, such as picking up a welder

* Improved bot door usage

* Added weldable obstacles back into navigation

Bots now understand how to get around weldable barriers

* Replaced fixed arrays with vectors

* Resource node and hive lists are now vectors.
* Further improved bot weld behaviour

* Added dynamic reachability calculations

When barriers and doors are open/closed, new reachability calculations are done for structures and items so bots understand when items/structures become reachable or unreachable as the match progresses.

* Added team-based reachability calculations

Reachabilities for structures and items are now based on the team, so bots understand when they can't reach a structure from their spawn point.

* Implemented long-range off-mesh connections and dynamic off-mesh connections

* Implemented fully dynamic off-mesh connections

Phase gates now use connections rather than custom path finding. Much more performant.

* Replaced arrays with vectors for simpler code

* Started Bot Swimming

* Bots understand trigger_changetarget

Bots can now navigate doors operated with a trigger_changetarget so they understand the sequence in which triggers must be activated to make it work

* Push before trying to fix long-range connections

* Implement new off-mesh connection system

* Redid population of door triggers

* Fixed trigger types and links to doors

* Added lift and moving platform support

* Lift improvements

* Bots avoid getting crushed under a lift when summoning it
* Bots are better at judging which stop a platform needs to be at

* Tweak lift and welder usage

* Fixed bug with multiple off-mesh connections close together

* Finish lift movement

* Fixed dodgy path finding

* Improved skulk ladder usage and lerk lift usage

* Fix crash with path finding

* Re-implement commander AI

* Commander improvements

* Improve commander sieging

* Commander scanning tweak

* Reimplemented regular marine AI

* Start reimplementing alien AI

* Implement gorge building behaviours

* Start alien tactical decisioning

* Continuing alien building and other non-combat logic

* More alien role work

* Adjusted base node definitions

* Iterate Capper Logic

* Alien assault AI

* Alien Combat

* Fix grenade throwing, better combat

* Marine combat AI improvements

* Commander improvements

* Commander + nav improvements

* Drop mines

* Improved bot stuck detection

* Commander supply improvements

* Bot fill timing config

* Added nsbots.cfg to configure internal bots

* Changed bot config file to "nsbots.cfg"

* Bug fixing with navigation

* Fix skulk movement on ladders

* Improved commander placement and tactical refresh

* Fixed bug with ladder climbing

* Doors block off-mesh connections

* Finished doors blocking connections

* Marine and alien tactical bug fixes

* Add commander beacon back in

* Start combat mode stuff

* First pass at combat mode

* Bots attack turrets

* Fix ladder and wall climbing

* Commander chat request

* Improved skulk ladders

* Added nav meshes for new bot code

* Added bot configuration to listen server menu

* Added bot config file

* Added default bot config to listenserver.cfg

* Added default bot settings to server.cfg

* Include VS filter for bot files

* Crash fixes

* Bot improvements

* Bot stability and mine placement improvements

* Fixed crash on new map start with bots

* Reverted Svencoop fix

* Fixed crash, added more cvars

* Performance improvement

* Commander building improvements

* Stop bot spasming when waiting to take command

* Fixed doors not blocking connections

* Added bot disabled guard to round start

* Commander improvements, movement improvements

* Tweaked level load sequence

* Performance improvements

* Bot load spread

* Fixed commander update

* Refactor bot frame handling

* Bug fixes + Pierow's dynamic load spread

* Minor bug fixes

* Fix door detection, prep for test

* Fixed commander siege spam

* linux compile test

* fix hardcoded inlcudes

* O1 compile flag for detour
- fix linux server crash

* Revert detour compile flags to original for windows

* linux build update

* remove x64 build configs

* update bot nav meshes and configs

* fix bot physics at high server fps, update navmeshes. from @RGreenlees

---------

Co-authored-by: RGreenlees <RGreenlees@users.noreply.github.com>
Co-authored-by: RichardGreenlees <richard.greenlees@forecast.global>
2024-03-21 14:17:18 -04:00
pierow
1e7fa6f61e update hivesight labels 2024-03-15 21:07:59 -04:00
pierow
417892f507 presets and 33b8 update
- adjust hivesight labels to be less visibile if they're not being attacked
- add crosshair scaling when above 1080p
- fix music not playing after the first map
- config updates
2024-03-13 09:10:50 -04:00
pierow
90ebbdda23 presets update
- add network rate presets
- add cl_intensityalt for alternative gamma ramp in env_gamma map entities
- separate welder flickering dynamic light setting
- crosshair updates
2024-03-10 16:58:37 -04:00
pierow
833eb0a792 merge in HL25 fixes 2024-03-04 23:29:53 -05:00
pierow
3220c418ed fix func_nobuilds underneath the map preventing commanders from dropping structures 2024-03-04 22:15:18 -05:00
pierow
3e404baff8 ns presets update
- add new default crosshairs, enabled with cl_weaponcfgs 2
- crosshair bugfixes
- add box crosshair and sub-pixel outline control
- cl_musicdelay -1 plays a track once at start of round
- removed title track from gameplay (main menu only)
- cl_bob cvars archived
- remove HL-style tilting weapon bob in spectate
- sv_randomrfk default off
- more gamma ramp removal
- remove valve shader hash check
- archive showspeed cvar
- update debug and playtest solutions for GLEW
- add HL25 wav file for button select (button rollover sound was removed in HL25)
2024-03-04 22:13:32 -05:00
pierow
0bdc52796f presets and postprocessing update 2024-02-29 01:33:35 -05:00
pierow
dcb4de963d merge in postprocessing 2024-02-28 22:46:22 -05:00
pierow
8ab1a69972 add postprocessing
- add GLSL postprocessing shader to world view and have it replicate the old gamma ramp
- clear framebuffer between frames to fix visual bugs outside map
- remove old gamma ramp code (was disabled) and remove gamma adjustments to hud elements as they're now unaffected by the shader
- additional visual preset config updates
2024-02-28 22:36:49 -05:00
pierow
0688b2ef65 fix pistol firing when closing game menu or tabbing in 2024-02-07 00:48:35 -05:00
pierow
ceb814f4f6 weapons update
- add pistol binary trigger aka pistol script and attack queueing
- add gorge heal spray +movement
- lerk flap +movement update
- fix for onos attack release bugs with +movement
2024-02-04 04:05:28 -05:00
pierow
8fde5dc37c NS preset switcher WIP
- needs sv_allow_shaders and hl25 at the moment and it piggybacks off the hl25 overbright shader using the average gamma ramp setting for ns maps.
2024-01-30 01:02:16 -05:00
pierow
abef5c5cca fix view spin when disabling the cursor
-revisit this when HL25 SDK is released
2024-01-13 21:22:04 -05:00
pierow
0e88d368b9 HL25 fixes
-Add new widescreen method and exploit prevention
-disable old widescreen method and exploit prevention
-force sv_rollangle 0
-add sv_widescreenclamp to limit fov expansion to 16:9
2023-11-27 16:01:49 -05:00
pierow
5fc8493b9a Fix crash in debug mode when spectating aliens. Credit to Neoptolemus. 2023-11-21 03:43:56 -05:00
pierow
9f324e47b0 Fix crash when player completes a commander order. Credit to @RGreenlees
- The crash possibly only occured in debug mode?
2023-10-22 23:24:42 -04:00
pierow
a04cc4fd40 add check for recent saying counter not resetting 2023-10-04 18:10:53 -04:00
pierow
61f3c7be61 fix mouse centering not working correctly with non-native fullscreen resolutions 2023-10-01 17:48:57 -04:00
RGreenlees
bf37abf714 Gorge web fixes for collision detection
* Webs placed on the floor now correctly connect with marines walking over them
* Allies and structures no longer block the web's effect if they're between the enemy and the web origin point
2023-09-26 14:37:11 -04:00
pierow
bebb696e50 fix health rings showing on the gorge being spectated while dead 2023-09-26 08:36:11 -04:00
pierow
e85d296092 fix ns_cvar_float returning int 2023-09-16 11:36:34 -04:00
RGreenlees
664a578775 Optimised Text Localisation
Added an unordered map to act as a cache for text that has already been localised
2023-09-16 11:36:34 -04:00
RGreenlees
eb91c70a75 Prevent duplicate tooltips appearing on screen
Tooltips will no longer be added to the screen if that message is already being displayed. This prevents the same message (e.g. the ready room F4 message) from appearing multiple times if the player keeps pressing F4.
2023-09-16 11:36:34 -04:00
pierow
f9a8db4963 fix mouse centering for windowed mode 2023-09-16 11:36:34 -04:00
pierow
e241e23752 disable old tooltip border 2023-09-16 11:36:34 -04:00
pierow
d40e6e15bc mapnames update
-fixed text transparency
-performance optimizations
-default to on
-renamed to hud_mapnames
2023-09-16 11:36:34 -04:00
pierow
7c60c0a1c8 tooltip rendering performance optimizations 2023-09-16 11:36:34 -04:00
pierow
415de7fad2 Turret eye/barrel position fix 2023-09-16 11:36:34 -04:00
RGreenlees
1c2a421648 Reverted the ignore intangible check on building placement
This sadly means that buildings cannot be placed where destroyed func_breakables and func_weldables are. Unfortunately, the fix also meant structures could be placed inside railings which would immediately cause them to sink
2023-09-16 11:36:34 -04:00
RGreenlees
501fa5ab18 Fixed func_nobuild being invisible to clients
* The client build preview now respects func_nobuild, fixing situations where the client thought it could build somewhere, but nothing would appear when clicking.
2023-09-16 11:36:34 -04:00
pierow
193f417144 Scoreboard squelch raw input update.
-Also made showcursor code for comm fall within raw input check.
2023-09-16 11:36:34 -04:00
RGreenlees
c95aa67ca9 Fixed cursor decrement 2023-09-16 11:36:34 -04:00
RGreenlees
9c6f780336 Fixed pop-up menu and commander UI cursor centering 2023-09-16 11:36:34 -04:00
pierow
b44a8b7f63 fix commander view angle not restoring on exiting CC 2023-09-16 11:36:34 -04:00
pierow
91daecffdb Scale ambient and music volumes to game volume
-cl_musicvolume changed to scalar
-cl_ambientsound changed back to scalar
2023-09-16 11:36:34 -04:00
RGreenlees
b9fa136bef Overhauled Visual Studio Project
* Removed superfluous configurations
* Removed superfluous include directories and hard-coded library locations
* There are now only 3 configurations: Debug, Playtest and Release
* Debug and Playtest have the PLAYTEST and BALANCE_ENABLED preprocessor commands, while release doesn't
* Release has maximum optimisations enabled. Debug has none, and playtest has minimal
* Removed hard-coded output directories based on half-life installations, dlls are output in the solution folder (and user can customise as they see fit)
* All projects for all configurations compile without warnings or errors
2023-09-16 11:36:34 -04:00
pierow
5cf36cb28f add check for cl_musicenabled before initing fmod 2023-09-16 11:36:34 -04:00
pierow
a4970388ef Fix for hang on exit.
Also change fmod to not load if cl_ambientsoun is 0 and made this cvar 0-100 to match the music volume cvar.
2023-09-16 11:36:34 -04:00
pierow
3d5cb0bc6d Fixed func_breakable and func_weldable permanently blocking building placement
This is a fix for Issue #55. Changes made:

* Server ignores intangible entities when determining if a building placement is valid (fixes func_breakable issue)
* If a func_weldable has the "welds open" spawnflag set, then upon completing the weld when it plays the break effect, it will become fully intangible. It will reset upon round restart.

Fix by @RGreenlees
2023-09-16 11:36:34 -04:00
RGreenlees
472e2c8d13 Fixed web hit detection
Fix for issue #94.

Gorge web strands now have hit detection which matches their visible component. This is for both ensnaring marines, and for cutting them with a welder.

This has the following impacts:

* Webs are easier for marines to avoid since they can safely jump or duck under angled strands, however...
* Webs are harder for marines to cut as they can no longer clear a while corridor with a single click but have to actually aim at each strand
2023-09-05 13:14:40 -04:00