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View Code? Open in Web Editor NEWA mod for the game Overload that enhances the multiplayer experience.
Home Page: https://olmod.overloadmaps.com
License: MIT License
A mod for the game Overload that enhances the multiplayer experience.
Home Page: https://olmod.overloadmaps.com
License: MIT License
When this happens, there becomes a spot on the map where, client-side only, the spot will stop or deflect shots. Server-side, the spot's not there and the shot proceeds through it. We need to eliminate this client-side bug.
Create an option to scale respawn time with the team size in team games. ie: if your team has 2 players, your respawn time is 2 seconds. For now, do not cap, so if your team has 8 players, your respawn time is 8 seconds.
Havok encountered a situation where he couldn't find 1366x768 resolution until he left arrowed past where it should have been and then right arrowed over
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)
Currently if someone disconnects and rejoins:
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.
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.
Add Goals, goal assists, and blunders in addition to kills assists deaths.
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
Per luponix
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.
When a match starts, check CRC with overloadmaps.com. If CRC doesn't match, olmod needs to download a new version of the map.
New players joining via JIP have the client thinking they have sniper packets and the server not thinking they have sniper packets, resulting in odd behavior including double projectiles.
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.
This is identical to Tobias's classic weapon mod EXCEPT it will not include thunderbolt piercing (that should be a separate toggle).
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.
#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>
Must maintain backwards compatibility with clients that don't have this.
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.
Show captures, pickups, carrier kills, and returns in addition to kills assists and deaths.
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
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?
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.
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 ()
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.
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.
If you need any further info, feel free to let me know either here or via the Overload Discord server.
-Harriet/madHattie
Happy to try and build it from source, but not sure where to start
@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.
You would expect the left arrow to decrement the team count, but it actually increments it.
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?
This should be a per-profile option that applies to single player and challenge mode in addition to multiplayer.
We need to kick players that are on older versions of classic spawns mod.
For instance, olmodserver.sh -nolog
should run exec ./olmod.sh -nographics -batchmode -nolog
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.
Recent *.sh pull requests all have various issues related to starting the game properly. This issue is to come up with a solution that will satisfy all use cases of the olmod.sh script.
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
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.
It goes forward instead. Looks to be a vanilla bug.
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
Lines 68 to 80 in ace6e9c
This cycles through 0 to 3 via %4
:
Lines 436 to 441 in ace6e9c
and also maps:
You probably want remap it to 0 "Off", 1 "Weak", 2 "Medium", 3 "Strong"...
@arbruijn attempted a fix at this a while ago, but it appears to not be working. Miasmic, CHILLY_BUS, and Spootaloo are all reporting.
This request is to improve devastator and time bomb synchronization issues.
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