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beigealert avatar bi0ha2ard avatar cr4zyy avatar ebrute avatar ghoulofgsg9 avatar handschuuh avatar keatsandyeats avatar l-as avatar lavode avatar lyleunderwood avatar mcglaspie avatar mendasp avatar salads avatar sclark39 avatar turtsmcgurts avatar

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ns2plus's Issues

Unable to evolve after using a commander dropped lifeform egg

After evolving to a higher lifeform, via an egg dropped by a commander, the player cannot then evolve to another lifeform in the same life. The evolve menu correctly displays lifeforms colored in that you can evolve to, but clicking the button does not evolve(behavior identical to trying to evolve outside navmesh).

There has been a lot of strange behavior surrounding this bug. For instance, Red is reporting he could do some evolutions locally, that I could not do online on TA(presumably this is caused by another interaction with another mod).

Here is a table of evolutions that Red could do

Lerk < Onos = Not Okay
Self Lerk < Fade = Okay
Comm Lerk < Onos = Not Okay
Comm Lerk < Fade = Okay
Comm Lerk > Gorge = Okay
Self Lerk > Gorge = Okay

Self Fade < Onos = Okay
Commander Fade < Onos = Okay
Self Fade > Gorge = Okay
Comm Fade > Gorge = Okay
Self Fade > Lerk = Okay
Comm Fade > Lerk = Okay

Self Onos > Gorge = Okay
Self Onos > Fade = Okay
Self Onos > Lerk = Not Okay
Commander Onos > Gorge = Okay
Commander Onos > Fade = Okay
Commander Onos > Lerk = Not Okay

Gorge - All evolves work including commander egg drops

Uke's Alien vision causing weird border outline

Issue by Wooza42
Monday Apr 30, 2018 at 21:36 GMT
Originally opened as Mendasp#85


When selecting Uke's alien vision and DX9 (can't reproduce this with DX11) it shows some sort of border.
This happens with Uke's alien vision.

I have had this issue since Uke released the mod as standalone mod (ns2+ didn't exist back then) and have gone meanwhile through hard- (swtiched from AMD r9 280x to Fury X) and software upgrades (upraded from Win7 to Win10 (fresh install)).
Currently I am using the AMD driver version 18.3.4. I haven't set any specific driver options.
The issue seem to happen on a vanilla server as well but only with dx9.

Attached the screenshot aswell as the dxdiag info and systemoptions.xml (I currently play with rather high settings and things like atmoshperhics on, but it also happen with them disabled)

20180430230619_1
DxDiag.txt
system_options.zip

Without viewmodels, aliens have no indication their attack rate is slowed

Issue by keatsandyeats
Thursday Mar 29, 2018 at 01:29 GMT
Originally opened as Mendasp#81


Attack rate can currently be slowed with pulse grenades, power surge, and focus. Focus has an icon, but the others indicate their debuff on the viewmodel, which can be hidden. This leaves no visual indication that your attack rate has changed.

This seems similar to the attack speed buff from enzyme, which has an icon.

Generate custom AV based on user's av settings on load

Right now crazyAV uses one hlsl file for all available options which requires not only to push all the user's av settings to the shader on run time but also the usage of a lot optional branching. That causes the AV to perform a lot worse than it should.

A more elegant solution would be to generate a hlsl on load based on the user's av settings. So the client doesn't have to run any unnecessary shader code and the shader compiler is able to optimize the byte code as much as possible.

Endgame Skillgraph calculation

The current skill graph takes the average of all players in your team and compares it to the average of the opponent. Since the teamsizes can be different e.g. 9v10, the graph is misleading about the actual difference in skill.

I suggest that if a team has less players, their teamsize should be depending on the bigger team.

Sending savestats file to remote statistic server.

Is that possible to add option like savestats, but with sending statistic to an url ?
Option name "sendstatsurls" which is array of urls (["http://someparser.com","http://anothersite.com"]), empty array or null means disabled. At the end of round sending http POST request through loop (body structure is exact like when savestats option is on). I'm pretty sure that is possible to do with other mods, but have this builtin sounds better.

Add option for status icons

Would be nice to be able to select what kind of status icons show up independent from the HUD detail mode. Maybe also add an option to use the old ns2plus icons for those who prefer those.

Add player count to sh_teamstats

On a 10vs10 server I saw this. Note that aliens have 12 players, but 2 of which are repeated.
I did not see that at first. It would be nice if the player count is in the line with the Average value.

Team stats:
=========
Marines
=========
4100
3991
3791
3158
3082
2892
2169
1584
1118
490
Average: 2637.5. Standard Deviation: 1186.8.
=========
Aliens
=========
5133
3765
2645
2645
2489
2435
2425
2362
2307
2254
2254
451
Average: 2597.1. Standard Deviation: 1034.7.
Team preference cost weighting: MEDIUM. History rounds: 7.
Play with friends cost weighting: MEDIUM. Max group size: 3.
Last shuffle was 5 minutes and 2 seconds ago. 18/25 player(s) match their team from the last shuffle.
7/10 player(s) were placed on their preferred team.

2 minutes later they were gone I dont know why:

Team stats:
=========
Marines
=========
4100
3991
3791
3158
3082
2892
2169
1584
1118
490
Average: 2637.5. Standard Deviation: 1186.8.
=========
Aliens
=========
5133
3765
2645
2489
2435
2425
2362
2307
2254
451
Average: 2626.6. Standard Deviation: 1127.8.
Team preference cost weighting: MEDIUM. History rounds: 7.
Play with friends cost weighting: MEDIUM. Max group size: 3.
Last shuffle was 6 minutes and 57 seconds ago. 18/25 player(s) match their team from the last shuffle.
7/10 player(s) were placed on their preferred team.

Skill graph starting at 0?

Hi, can you pleasee start the skill graph y axis @ 0? It can be very confusing at time at a quick look, cause it looks like a team gained/lost half the skill points during a round.

At least if it was an option, thanks!

Endgamestats - Weldingtime

Issue by Handschuuh
Thursday May 03, 2018 at 15:19 GMT
Originally opened as Mendasp#87


If you get no points for welding players/structures (which can be crucial) you need to have this score at the end of a game.

It needs to distinguish between welding players and structures - maybe even like the Accuracy

Welding
0:52 ( 2:33 )

If you hover your mouse over the time or the "Welding" then you see a text

Welding players ( Weldingtime including structures)

Or just structures in the brackets...

Broken stats if player left before game end

This happen in exported file (option savestats on) if player left the game before it's ends:
"status":[null,11.01415566355,null,null,null,null,null,382.36842441931],
"weapons":{
"152":{
"hits":11,
"kills":1,
"misses":71,
"onosHits":0,
"pdmg":106.5,
"sdmg":0,
"teamNumber":1
},
"153":{
"hits":1,
"kills":1,
"misses":1,
"onosHits":0,
"pdmg":5,
"sdmg":0,
"teamNumber":1
}
It was fixed in KillFeed (https://forums.unknownworlds.com/discussion/140081/ns2-stats-export), but still exist in "status" and "weapons"

Add stats for alien commander

It would be good to add stats for the alien commander's usage of their available abilities similar to the ones for the marine commander.

Not only would it provide a way to recognize good alien commander but also good promote the usage of e.g. drifter abilities to some degree.

Export/Import settings

I think it would be cool to have an export/import functionality with NS2+
This way players can copy an export string of there settings and share with others. It will also spark community interactions.
For example players are interested in knowing and perhaps testing settings from high tier players to see if it can help them in a positive way.
I guess same goes for mods.

Ability to tweak new Alien Vision Parameters

In 235, we introduced a new version of Alien Vision which made marines structures and weapons blue, as well as highlighting teammates and friendly structures green.

I've heard numerous players request that these parameters be customizable in NS2+

Create testsuite

Issue by GhoulofGSG9
Wednesday Nov 08, 2017 at 16:45 GMT
Originally opened as Mendasp#66


Due to how many possible configuration ns2plus can be run with and the sheer amount of features we should seriously consider adding a test suite to this project. This would shorten test times for new build significantly while making sure the quality of the project doesn't decrease with ongoing builds.

We could either develop our own unit framework or use an existing one. I have used LuaUnit (https://github.com/bluebird75/luaunit) in the past which offers mostly everything needed. But there is also the test framework that comes with ns2 which could be used as well.

Would be great to hear what other contributors think about this suggestion.

HL2 Health/Energybar - more visibility

Issue by Handschuuh
Thursday May 03, 2018 at 15:11 GMT
Originally opened as Mendasp#86


I love the NS2 Health- and Energybar as you see in the screenshot.

In order to make it visible I've changed my AV to be pretty dark.
But in general it would be helpful that I could somehow increase its visibility.
Like modifying a DDS File or just increasing the contrast or something.

http://prntscr.com/hr0mru

Commander cursor disappears if end round stats is opened

Description

You will lose the visual pointer (mouse cursor) as a commander, if you step in the chair during warm up and immediately open the NS2+ end round stats screen and close it in time just before the round starts.
The mouse behavior still works.. you can still click on things.. you just cannot see your mouse cursor at all.

Reproduction steps

  1. Be in warm up mode with NS2+
  2. Step in chair
  3. Immediately press the end round stats screen (default is X I think?)
  4. Close the stats
  5. Round should start and you'll notice your cursor is gone.

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