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olmod's Issues

Automap in MP

I have code laying around for binding automap in MP, need to check with old Discord discussion about binding preference (everyone is used to using SP automap for scoreboard)

If someone joins, and they have the same name as someone who has disconnected, make them the same player

Currently if someone disconnects and rejoins:

  • Existing players see a disconnected version of the player with their old score and a connected version of the player with no score. The reconnecting player will score points on the connected version of the player.
  • The reconnecting player will not see the score of any previously disconnected players, including themselves, and will start with no score.

v0.3.2 - Bad levels crash the server

CC: @tobiasksu

ccf643f improved the handling of bad levels with missing assets for clients, but it still locks up the server, preventing further games from being played. Specifically, a player instance's Player.connectionToClient property is null.

Primaries spawning beyond budget

Seen in a Black Forest Ham game, that map should only have 2 of each primary, except lancer which should have 1, spawn at any given time in the map. 3 or more of some weapons were seen throughout the game in spawn points. Needs investigation/debugging.

Infinite deathroll bug

when a player joins a game, his ship will load in for the server and the other players before he actually spawns
(before he sees the level and gets teleported to a second spawnpoint), sometimes there is seconds inbetween
spawning on the server and spawning a second time when the client is ready.
During this time the player can take damage and if he gets killed before the second spawn he will be stuck in an infinite deathroll and user input is completly discarded.
frequent problem when the the level is small and or there are many players

https://clips.twitch.tv/TentativeHardPelicanNononoCat

`VersionPatch` not picking up that the version includes `**MODDED**`

When running an extra mod alongside olmod, the version is changed to include the word **MODDED** on the end. However, this is not showing up in the version on the main menu.

I've looked at it and can't figure out why it's not taking the updated version. I can see the version getting updated, so I'm not sure what's broken.

0.2.7.1 - New impulse load out does not consistently work

I had two instances today on a 0.2.7.1 client and a 0.2.7.1 server where the loadout that was supposed to change reflex to impulse did not, and I was stuck with reflex on that loadout. Happened on VEX-server and roncli.com us-east2. I have confirmed my GameMod.dll is 0.2.7.1.

I did have it work before when I first tested it out.

When FPS dips below 10, the multiplayer timer desyncs from other clients/the server

I'm logging this here because I am working on a different mod at the moment and want to at least remember this, or let someone else pick this up. :)

This bug is due to a line in GameManager.Update.

RUtility.FRAMETIME_GAME = Mathf.Min(0.1f, Time.deltaTime);

The way I would handle this is to transpile this line to replace Mathf.Min with a GameMod static function that only does Mathf.Min when you're not in a network game.

Fix Joystick Patch

#71 causes an exception on launch.

Unhandled Exception detected: FormatException: Input string was not in the correct format
 
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

int.Parse (string) <IL 0x00011, 0x000b3>
GameMod.Controllers_PilotManager_Select.ReadControlDataFromStream (System.IO.StreamReader) <IL 0x0009f, 0x00498>
GameMod.Controllers_PilotManager_Select.ReadControlData () <IL 0x00189, 0x00b24>
(wrapper dynamic-method) Overload.PilotManager.Select_Patch0 (string) <IL 0x00062, 0x002dc>
Overload.PilotManager.Initialize () <IL 0x000c5, 0x00568>
Overload.GameManager/<Initialize>c__Iterator0.MoveNext () <IL 0x004b2, 0x01c95>
(wrapper dynamic-method) Overload.GameManager.Update_Patch1 (object) <IL 0x0005f, 0x0028e>

 
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

FormatException: Input string was not in the correct format
at int.Parse (string) <IL 0x00011, 0x000b3>
at GameMod.Controllers_PilotManager_Select.ReadControlDataFromStream (System.IO.StreamReader) <IL 0x0009f, 0x00498>
at GameMod.Controllers_PilotManager_Select.ReadControlData () <IL 0x00189, 0x00b24>
at (wrapper dynamic-method) Overload.PilotManager.Select_Patch0 (string) <IL 0x00062, 0x002dc>
at Overload.PilotManager.Initialize () <IL 0x000c5, 0x00568>
at Overload.GameManager/<Initialize>c__Iterator0.MoveNext () <IL 0x004b2, 0x01c95>
at (wrapper dynamic-method) Overload.GameManager.Update_Patch1 (object) <IL 0x0005f, 0x0028e>

Ghost projectiles

On some maps, you will often see shots fired through a wall. These are client-side only and don't actually do damage. We should find a way to eliminate these.

Cyclone spinup and Thunderbolt charge level are kept between respawns if you don't let go of the fire primary button.

Steps to reproduce: Use cyclone, when you die do not let go of the fire primary key and when you re-spawn your cyclone will be fully spun up. Same principle applies to thunderbolt charge level.

This is not a bug related to sniper packets, it's been in the game for as long as I can remember. Probably a vanilla bug though I wouldn't dare to guarantee that.

Demonstration: https://www.twitch.tv/videos/723439228

Integrate mod-moreaudio into olmod

I haven't heard anything but positive feedback on the audio source mod you did a while back, possible to integrate this into the main project?

Create options to disallow ship mods

Currently, all 8 ship mods are either always allowed, or forced to a single mod. This issue is to create an advanced multiplayer option to disable certain ship mods.

Players that have the mod selected will not be allowed to check themselves as ready if they have that mod selected. Server will kick any JIPs out that have a mod that is disallowed.

If all mods from the first or second column are disabled, allow people to ready up and JIP, but don't apply the selected mod in game.

Exception in creeper/time bomb sync

Unhandled Exception detected: NullReferenceException
 
(Filename: C:\buildslave\unity\build\artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

UnityEngine.Component.GetComponent[NetworkIdentity] ()
UnityEngine.Networking.NetworkBehaviour.get_myView ()
UnityEngine.Networking.NetworkBehaviour.get_isLocalPlayer ()
GameMod.CreeperSyncRegister.OnCreeperSyncMsg (UnityEngine.Networking.NetworkMessage msg)
UnityEngine.Networking.NetworkConnection.HandleReader (UnityEngine.Networking.NetworkReader reader, Int32 receivedSize, Int32 channelId)
UnityEngine.Networking.NetworkConnection.HandleBytes (System.Byte[] buffer, Int32 receivedSize, Int32 channelId)
UnityEngine.Networking.NetworkConnection.TransportReceive (System.Byte[] bytes, Int32 numBytes, Int32 channelId)
MyNetworkConnection.TransportReceive (System.Byte[] bytes, Int32 numBytes, Int32 channelId)
UnityEngine.Networking.NetworkClient.Update ()
UnityEngine.Networking.NetworkClient.UpdateClients ()
UnityEngine.Networking.NetworkIdentity.UNetStaticUpdate ()

[Vanilla/OLMod] Flickering lights in VR

I've been experiencing this issue, and a few users have brought up the same issue lately. Initially I thought it was on my system but it seems it's 100% to do with the game.

Issue in detail:

Certain light sources, primarily auto-ops' headlights and security keys, can cause intense flickering in the HMD and the monitor display, almost as if creating a glare but rapidly strobing. Flares can create the effect, too. In essence, basically any dynamic, unbaked light will cause it.

I've uploaded a video to the Overload server in the "bugs" section; and I've also uploaded it to YouTube here: https://youtu.be/AbPOHydFA14

This issue occurs on the Valve Index and HTC Vive; however, another user has reported it happening on the HP Reverb G2. Disabling lens flares also doesn't remove the problem, though it reduces the effect from security keys.

Steps to replicate

  • Loading a level with cave sections and active auto-ops with headlights, while in VR;
  • Finding and alerting the auto-ops;
  • Staring at or towards the auto-ops

If you need any further info, feel free to let me know either here or via the Overload Discord server.

-Harriet/madHattie

Update auto-select behavior while firing

@luponix Here are the options from D1.

First option prevents auto-select from happening if you're holding down the fire key.
Second option - which only works if you check the first option - will delay autoselect from happening until after you stop firing.

image

Fix "Reduced Shaders" Cloak

Right now, reduced shaders cloak does not conceal the player as well as with reduced shaders off. Surely there's a reduced shader variant that can hide the cloaked ship as well as full shaders?

Flag Duping

https://olproxy.otl.gg/archive/8875

At 5:25 into the match, Tobias and DescentMax BOTH simultaneously returned the flag. This caused the flag to duplicate.

At 5:40 into the match, Whollycow picked up BOTH blue flags. The first pickup acted normally, but the second pickup essentially deleted the 2nd flag.

olmod.sh fails to run when called with absolute path

Scenario: run olmod.sh with an absolute path:
$ ~/.local/share/Steam/steamapps/common/Overload/olmod.sh
Expected behavior:
OLMod runs

Actual behavior:
OLMod fails to launch with the error: ~/.local/share/Steam/steamapps/common/Overload/olmod.sh: 13: exec: ./Overload.x86_64: not found

The issue appears to be that $OLDIR = . rather than the absolute path to the script.

I discovered this issue when I tried to create a .desktop file to launch olmod.sh

GSync workaround (manually editing Assembly-CSharp.dll) no longer works

Miasmic reports that recently GSync no longer is active in recent olmod builds combined with Arne's private Assembly-CSharp.dll fix.

I have found 3 things that needs to happen for GSync to work.

  1. Target frame rate must be -1. This only happens in game and not on menus. I am going to attempt to have it happen all the time.
  2. VSync must be off. This is a player-controlled setting.
  3. Exclusive full screen mode must be enabled. The problem here is that this only appears to be possible in Unity 2019 or later, and Overload is on Unity 2017. I'll look to see if there isn't something I can hack on the Unity side to make it happen, but this may not be easily changeable.

RC3: lag compensation menu settings are wrong

If you try to set lag compensation with advanced settings and cycle through the compensation strength item, you will notice that the option "strong" is displayed twice. Fruthermor, the menu items mismatch the actual settings:

This is what is displayed, and it uses 0 to 2

olmod/GameMod/Menus.cs

Lines 68 to 80 in ace6e9c

public static string GetMMSLagCompensationStrength()
{
switch (mms_lag_compensation_strength)
{
case 0:
default:
return "STRONG";
case 1:
return "MEDIUM";
case 2:
return "WEAK";
}
}

This cycles through 0 to 3 via %4 :

olmod/GameMod/Menus.cs

Lines 436 to 441 in ace6e9c

case 4:
Menus.mms_lag_compensation_strength = (Menus.mms_lag_compensation_strength + 4 + UIManager.m_select_dir) % 4;
Menus.mms_weapon_lag_compensation_scale = (int)Math.Round(Menus.mms_lag_compensation_strength * 100f / 3f, 0);
Menus.mms_ship_lag_compensation_scale = (int)Math.Round(Menus.mms_lag_compensation_strength * 100f / 3f, 0);
MenuManager.PlayCycleSound(1f, (float)UIManager.m_select_dir);
break;

and also maps:

  • 0 "Strong" -> Scale 0
  • 1 "Medium" -> Scale 33
  • 2 "Weak" -> Scale 66
  • 3 "Strong" (again) ->Scale 100

You probably want remap it to 0 "Off", 1 "Weak", 2 "Medium", 3 "Strong"...

v0.3.2-beta.2 - Better devastator and time bomb sync

This request is to improve devastator and time bomb synchronization issues.

  • Remove client-side collision from missiles
  • Only let server explode these missiles (already in place for devastators)
  • Synchronize position like creepers (only for time bombs)

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