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atlas's Introduction

Atlas

Atlas is the next generation of mapping tools for Hot Dogs, Horseshoes & Handgrenades.

Features

  • Occlusion Culling and Unity Enlighten support
  • Access to all the game's components out of the box, no need for proxying
  • Sandbox / 'simple' scenes
  • Custom Take and Hold scenes
  • Plus the ability to write your own custom scripts to make any new game mode you want!

What about WurstMod?

These updates were originally planned for WurstMod but there quickly became too many structural changes. WurstMod maps are not compatible with Atlas, and continuing with the WurstMod name could have implied there was some form of backwards compatibility when there isn't and never will be. The good news is that Atlas is currently not incompatible with WurstMod, that is to say you can run both of them side by side without issues.

For map authors; while it is possible to update your maps from WurstMod to Atlas, because of the major changes to the workflow it may be very difficult. It is not something I recommend doing unless you know what you're doing.

Shout out to @nolenz (Koba) for being the original author of WurstMod, the first project I worked on in the H3VR modding commuinity. I would not be here otherwise.

How do I make a map?

Checkout the getting started guide over on the wiki for more information on how to make your own maps

How can I help?

If you want to help contribute to Atlas and future modding tools for H3VR, consider supporting me on Ko-fi: https://ko-fi.com/nrgill28!

If you are interested in helping develop Atlas, send me a message on Discord @nrgill28#9007 via either the main H3VR server or the modding server.

atlas's People

Contributors

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Stargazers

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Watchers

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Forkers

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atlas's Issues

TNH 'big' level support

In TNH, there's a flag on the manager object which denotes if the level is 'big' or not. Big levels have some adjusted behaviour when it comes to gameplay, so this requires some extra support to take advantage of.

Notably; custom big levels will likely require manually authored hold point sequences.

Building with `dotnet build --configuration release` causes error

Built using MSBuild latest version. Building debug works fine
Error:

/home/frityet/Documents/Atlas-0.1.2/src/Atlas.sln.metaproj : error MSB4126: The specified solution configuration "release|Any CPU" is invalid. Please specify a valid solution configuration using the Configuration and Platform properties (e.g. MSBuild.exe Solution.sln /p:Configuration=Debug /p:Platform="Any CPU") or leave those properties blank to use the default solution configuration. [/home/frityet/Documents/Atlas-0.1.2/src/Atlas.sln]

Soft maximum number of sandbox maps is 20

Due to the way the sandbox maps are presented to the user, there are a maximum number of tiles (20) that can be used to display maps. Having more than this number of maps installed will result in the remainder being inaccessible through normal means as there is no attempt to create a tile for them in the main menu.

Sound Environment Error

Seems something changed internally, getting a KeyNotFoundException when shooting and guns won't cycle, etc.

[Error  : Unity Log] KeyNotFoundException: The given key was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[FistVR.FVRSoundEnvironment,FistVR.AudioEvent].get_Item (FVRSoundEnvironment key)
FistVR.SM.GetTailSet (FVRTailSoundClass tClass, FVRSoundEnvironment tEnvironment)
FistVR.FVRFireArm.PlayAudioGunShot (FistVR.FVRFireArmRound round, FVRSoundEnvironment TailEnvironment, Single globalLoudnessMultiplier)
FistVR.ClosedBoltWeapon.Fire ()
FistVR.ClosedBoltWeapon.DropHammer ()
FistVR.ClosedBoltWeapon.UpdateInputAndAnimate (FistVR.FVRViveHand hand)
FistVR.ClosedBoltWeapon.UpdateInteraction (FistVR.FVRViveHand hand)
FistVR.FVRViveHand.Update ()

Classes not being included in build when used in field

When building my map with this a monobehaviour that uses a non-monobehaviour in one of it's fields, the non-monobehaviour does not get included in the build. Below is my setup on a gameobject.

teams

The elements in the Teams list are seperate classes, shown below

team2

When running the game, the following code is run

team3

But in game it's like the elements of the Teams list where never brought in, and so the list is seen as empty. You can see the Team count below is marked as 0

[Error  : Unity Log] Something bad happened!
[Error  : Unity Log] Team Count: 0, Hill Count: 1
[Error  : Unity Log] Error :
System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[KOTH.KOTHTeam].get_Item (Int32 index) [0x00000] in <filename unknown>:0 
  at KOTH.KOTHManager.SpawnSosig (Int32 team) [0x00000] in <filename unknown>:0 

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