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Alien Swarm: Reactive Drop game source code and issue tracker.

Home Page: https://reactivedrop.com

C++ 96.55% C 2.34% Perl 0.01% Squirrel 0.16% GLSL 0.10% Batchfile 0.02% ReScript 0.76% Python 0.03% Shell 0.01% PowerShell 0.01% NASL 0.02%
alien-swarm source-engine game game-development hacktoberfest

reactivedrop_public_src's Introduction

Alien Swarm: Reactive Drop

Alien Swarm: Reactive Drop is a standalone modification for Valve's Alien Swarm game. This repository contains the source code for Alien Swarm: Reactive Drop. Using Visual Studio you will be able to build these DLL files: client.dll, missionchooser.dll, server.dll.

What is this repository for?

Having access to the source code you can:

  • Add new weapons, NPCs, fix bugs and generally add new features to the game and submit them as pull requests
  • Create mods. Both server side and client side mods. Or fully standalone mods

Note: Mods must not be used to tamper with game's leaderboards or ranked servers.

How to download the repository

There are two branches in this repository:

  • master branch is the original Alien Swarm source code provided by Valve
  • reactivedrop_public branch is the up to date Reactive Drop source code

Tip: It is better to make a fork of this repository before cloning it and work on your own fork. Do this using a button in the top right. The URL for your forked repository will be different from the one shown below.

  • Download and install Git for Windows.
  • Open Git Bash
  • Input commands into Git Bash
    git clone https://github.com/ReactiveDrop/reactivedrop_public_src.git
    cd reactivedrop_public_src

How to compile the project

  • Download Visual Studio 2022 Community (https://visualstudio.microsoft.com/downloads/)
  • While installing Visual Studio 2022 select the 'Game development with C++' workload
  • Open reactivedrop_vs13.sln using Visual Studio
  • Select configuration Debug or Release
  • Build
  • Resulting DLLs will be placed into reactivedrop\bin

How to modify content files

The reactivedrop folder contains games content: materials, models, scripts, sounds. For now it contains the bare minimum of files to save the repository space. If you want to add new or modify the existing game content files please do it in two commits:

  • First commit only adds unmodified content files. You can get them from the Alien Swarm: Reactive Drop game folder
  • Second commit introduces your modifications to both content files and, if necessary, source code

This way we will be able to see which changes did you introduce to the content files.

How to submit changes

Changes can be submitted as pull requests.

A pull request should be as granular as possible and only change one thing at a time. If changes are related or more complex, it would be good to start a discussion on how to approach this, before making a change to ensure it can be merged.

LICENSE

Alien Swarm SDK Copyright(c) Valve Corp. Valve did not explicitly specify a licence for Alien Swarm SDK but it is most likely similar to SOURCE 1 SDK LICENSE https://github.com/ValveSoftware/source-sdk-2013/blob/master/LICENSE If you would like to use the SDK for a commercial purpose, please contact Valve at [email protected].

CONTRIBUTING

Thanks for your interest in the Alien Swarm: Reactive Drop project. When you make a contribution to the project (e.g. create an Issue or submit a Pull Request) (a "Contribution"), Reactive Drop Team wants to be able to use your Contribution to improve the game.

As a condition of providing a Contribution, you agree that:

  • You irrevocably grant anyone the right to use your work under the following license: Creative Commons CC0 Waiver (release all rights, like public domain: legal code)
  • You warrant and represent that the Contribution is your original creation, that you have the authority to grant this license to anyone, and that this license does not require the permission of any third party. Otherwise, you provide your Contribution "as is" without warranties.

Should you wish to submit a suggestion or work that is not your original creation, you may submit it to Reactive Drop Team separate from any Contribution, explicitly identifying it as sourced from a third party, stating the details of its origin, and informing Reactive Drop Team of any license or other restriction of which you are personally aware.

Reactive Drop Team is happy to accept pull requests and issues in the reactivedrop_public_src repository in these cases:

  • Changes that fix bugs in the SDK deployment process itself. The repository should build out of the box, and anything that prevents that is a pull request we want.
  • High priority bugs in Alien Swarm: Reactive Drop, that can be fixed in client.dll or server.dll.
  • New weapons, NPCs, features.

If you are going to make a pull request, please keep them as granular as possible. Pull requests with 3-4 unrelated changes in them aren't going to be accepted.

reactivedrop_public_src's People

Contributors

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reactivedrop_public_src's Issues

Text box may glitch inputs

Happened to me in lobby, after sent a message the text box stuck then didn't recognize inputs anymore. I had to leave the game through task manager.
20220608223440_1

Didn't know exactly what was the cause thought

Casw marine and casw player angles

GetUpVector vscript function normalizes the z vector to always be 1.0, GetAngles has x and z always 0, GetForwardVector has z always normalized to 0

Projects - TileGen

  • Method of compiling tileset to bsp file
  • Entity that moves tiles around to create playable space at runtime
  • MissionChooser support for generating and distributing a layout

killing a weapon doesn't remove it's ammo

for example a map has an empty vindicator laying around, if an officer takes a vindicator with him on a mission and that weapon is killed while he is holding it, picking up the empty vindicator will make it have full clips and ammo

update official maps to take advantage of slow_heavy_door physics collision

to check:

  • ASI-Jac3-Rydberg
  • ASI-Jac7-TimorStation (no changes needed)
  • rd-area9800LZ
  • rd-area9800PP1 (no changes needed)
  • rd-area9800PP2 (no changes needed)
  • rd-bio1operationx5
  • rd-bio3biogenlabs (skipping for now)
  • rd-bonus_mission1 (no changes needed)
  • rd-bonus_mission2
  • rd-bonus_mission5
  • rd-bonus_mission7 (no changes needed)
  • rd-lan2_sewer
  • rd-NH01_LogisticsArea
  • rd-NH02_PlatformXVII (no changes needed)
  • rd-par3close_contact
  • rd-res1forestentrance
  • rd-tft1DesertOutpost
  • rd-tft2AbandonedMaintenance (no changes needed)
  • rd-tft3Spaceport
  • rd-til1MidnightPort (no changes needed)
  • rd-til2RoadToDawn
  • rd-til3ArcticInfiltration
  • rd-til4area9800
  • rd-til6YanaurusMine
  • rd-til7Factory
  • rd-til8ComCenter
  • rd-til9SyntekHospital

no slow_heavy_door

  • ASI-Jac1-LandingBay_01
  • ASI-Jac1-LandingBay_02
  • ASI-Jac1-LandingBay_pract
  • ASI-Jac2-Deima
  • ASI-Jac4-Residential
  • ASI-Jac6-SewerJunction
  • rd-area9800WL
  • rd-bio2invisiblethreat
  • rd-bonus_mission3
  • rd-bonus_mission4
  • rd-bonus_mission6
  • rd-lan1_bridge
  • rd-lan3_maintenance
  • rd-lan4_vent
  • rd-lan5_complex
  • rd-NH03_GroundworkLabs
  • rd-ocs1storagefacility
  • rd-ocs2landingbay7
  • rd-ocs3uscmedusa
  • rd-par1unexpected_encounter
  • rd-par2hostile_places
  • rd-par4high_tension
  • rd-par5crucial_point
  • rd-res2research7
  • rd-res3miningcamp
  • rd-res4mines
  • rd-til5ColdCatwalks

Misc problems 5 (from WTF-8)

From https://steamcommunity.com/app/563560/discussions/2/3395163747097439557/

  • Operation x5 & Platform XVII: The elevator button sometimes says No Caption Specified. (yet to test after last updates)
  • Lana's Bridge: Bots tend to get stuck where the metallic platform lands & not follow further left.
  • Lana's Vents: Bots often fail to auto-follow through the press and then in a few more zones between it and the defense part, instead running back through the map.
  • When used by bots, tesla cannon doesn't always apply the status even to the primary target.
  • Tarnor's Insertion Point: The finish zone doesn't extend to the south corners of the room.
  • Tilarus' Yanaurus Mine: When assembling on the elevator to ride down, hugging east side blocks the button.
  • Tarnor's Insertion Point & Paranoia's Crucial Point: The last sections of the maps love to teleport human marines around, no idea why.
  • Tilarus' The Factory: The area near the elevator is now invisible.
  • Turrets still often show wrong field of view after being rotated.
  • Bots' gas still deals no ff.
  • Tilarus' Yanaurus Mine (again): The aim is obstructed by ceiling when staying in the top-left corner of the elevator. "Order marine hold position" is somehow affected more than the grenade launcher.

180 degree camera angle:

  • Research 7's Transport Facility: The walls at the finish turn invisible.
  • Tilarus' Yanaurus Mine (againer): Same with the small room north to the slowdoor, where rangers spawn.

bossbar bug

the first boss bar in the array of boss bars (one which has lowest column or row) breaks when the map is loaded for the first time https://imgur.com/a/mCJdL0R , next time map is loaded it seems to be fine https://imgur.com/a/snpXGSB . however on illyn forest i noticed it breaks sometimes on next map loads too, breaks also with addons disabled

objective markers are slow

they get changed from red to green after over a second of being setcomplete, also they won't update from red to green while you are looking at the objective, you have to refresh it manually by switching to a different objective and switching back. also i think theres no way to set it incomplete (back from green to red). also making them disabled removes the yellow marker from the minimap (after over a second or so) but doesnt remove the red marker from overview

Wrong aiming angle

In the first person, vindicator's secondary attack is still fired at the wrong angle.

high resolution timer cannot be changed realtime

With the winmm implementation, the high resolution timer could be changed on the fly. During the rewrite to ntdll, this is no longer possible.

https://github.com/ReactiveDrop/reactivedrop_public_src/blob/reactivedrop_public/src/game/server/highres_timer.cpp

Expected result:

changing rd_dedicated_high_resolution_timer to be applied realtime when changed, or when the first player joins.

Actual result:

changing rd_dedicated_high_resolution_timer is locked after first player joins and cannot be altered after.

Show only English CC

I set interface language and game language to Korean.
But The game displays English CC, instead of Korean CC. Even though there's a translated CC.

image

It seems to occur only in the lines of the commander.

image

I tested this in S-Chinese (It also has translated CC), and same problem occured too.

Steam Deck Verification: Button Prompts

Buttons at the bottom of various out-of-game screens are usually bound to a specific face button. The latest Steam Deck compatibility review implies that this is not discoverable enough. We need to add bind icons to nb_button that can't be focused with a gamepad.

env_sprite_clientside

if a "clientside" sprite which was meant to be serversided is detected, it should be destroyed and a a new serverside sprite with same properties should be created. instead of only reporting about the issue to the console

implement text filtering

We can now use the text filtering API

  • Filters text according to the settings on the user's Store preferences page.
  • Can be disabled entirely with rd_text_filtering 0 (if you want to filter text for other games but not this one for whatever reason)
  • Filters display names on leaderboards
  • Filters display names on HUD
  • Filters chat

Only runs on client. Does not filter game content (there's simply too much of it, and determining whether something is official or from an addon as well as who made the addon at runtime would be a lot of extra computations and API calls)

Projects - Documentation

  • Create level design style guide
  • Document all lore (and origins of lore)
  • Create campaign creation guide
  • Create challenge creation guide
  • Look into translating documentation

Onslaught parasites can spawn half-stuck inside a wall

See the screenshot. Parasites can spawn half-stuck inside a wall and cannot move.

https://steamcommunity.com/sharedfiles/filedetails/?id=2803003415

This happens because there's some inconsistency in parasites' hull.

Parasites have HULL_TINY set in code which is Vector(-12,-12, 0), Vector(12, 12, 12).

However, it seems that for navigation and collision they use a much bigger hull.

Earlier, for ASBI WB RNG3 challenge I did some experimenting and found that hull check set to model's bounding box Vector(-28,-22, -10), Vector(16, 21, 22) allows parasites to not get stuck when spawned as wanderer or pack or prespawn.

I assume changing collision hull to Vector(-12,-12, 0), Vector(12, 12, 12) will make parasites almost impossible to kill with ranged weapons. So we need to look at fixing the size supplied to ValidSpawnPoint()

Steam Deck Verification: Text Legibility

The last remaining problem preventing us from being Steam Deck Verified is text legibility. A lot of our UI is simply too small to comfortably read on a 7-inch 1280x800 screen.

As the review states:

Test failed due to poor legibility of onscreen text. It is recommended that font sizes be 12 pixels or greater in height when played at 1280 x 800 for frequently referenced text. Font sizes above 9 pixels are acceptable if strong enough contrast is used between the text and background, or the text is not regularly looked at. We also highly encourage some method of font scaling so that users can enjoy your title at comfortable viewing distances over an extended playtime. The following items were observed as having poor legibility on Steam Deck: _*Acheivements, Objectives, Mission Details, Swarmopedia, Dedicated server browser.*_

A lot of our text is exactly 9 pixels tall on the Steam Deck's native resolution.

Main Menu

"PLAY ONLINE" 15px
other menu items 11px
online friends and group servers: 9px

Mission Chooser

"Select Mission" 19px
tabs 9px
mission names 9px
"BACK" 11px
mission names (detail view) 14px
mission descriptions 9px

Achievements

"Achievements" 19px
achievement name 11px
achievement description 9px
achievement progress 8px
achievement details 6px
overall progress 9px

Workshop - Manage Addons

"Published Workshop Addons" 19px
addon titles 11px
field labels 9px
text fields 9px

Leaderboards

all text 9px

Lobby Browser

list text 11px
server name (detail view) 15px
mission name 11px
mission info 9px

Lobby Creation

labels 15px
values 11px

Briefing

player info 9px
weapon name 14px
weapon info 8px
objectives 9px
chat 9px

In-Game

marine name 9px
interact hint 10px
weapon ammo count 8px
equipped weapon ammo 14px
offhand item key hint 9px
objectives 9px
hacking flavor text 9px
pause menu 19px

Debriefing

most text 9px
"EARNED XP" 14px
stat graph player names 14px

Swarmopedia

menu 9px
tagline 8px
body 9px
title 19px
"Appears in" / specimen 11px

Dedicated server browser

list 8px
tabs / buttons 9px

My recommendations:

  • rewrite the dedicated server browser entirely
  • remake Swarmopedia UI with a scrollbar and larger text
    • check text for errors
    • fix model viewer weirdness after being in a mission (worst case scenario, make modified models like for boomer/shieldbug)
  • make briefing/debriefing text larger (at least the mapper-supplied text specifically)
  • introduce UI scaling convar for ingame UI (hacking, PDAs) and have it default to what it currently is on 1080p and slightly larger than it currently is on smaller resolutions
  • bump up text size slightly in workshop addon managing screen
  • maybe reduce mission chooser from 5-wide to 4-wide on smaller screens and use a bigger font size
  • fix achievement details being SIX PIXELS TALL
  • slightly increase chat text size, maybe add a cvar
  • rethink ingame-visible leaderboard data - might have too much stuff there to increase the font size without going out of bounds
  • make mission details screen (not the tiny area in briefing, but the one you get to by clicking on that) use a bigger font size

spectating in first person

watching back demo replays works good, mouse movement is followed. i hosted a lobby and spectated a friend play, my camera was teleported to coordinates 0 0 1. https://imgur.com/a/ehgDkDL . however if i spectate a player's bot, i get the exact same behaviour before the recent firstperson update - your camera moves together with the spectated person but still the crosshair is not being followed and you can move it yourself. when a friend spectated me, the server host, his camera teleported to the info_player_start position, the same place where the "player" entity is located, so i guess it was spectating the player and not the marine. spectating the bot for him worked like old behaviour

Redesign mission selection screen

The new mission selection screen will have missions laid out in a grid with details on the right. The Deathmatch and Bonus Missions campaigns will be removed and replaced with tabs in this new UI.

Mission overview files and campaign files can now include tag keys, of which bonus and deathmatch are used for missions and no tags are currently used for campaigns. Tags are unordered and case-insensitive.

  • Update workshop uploader to understand tagged mission overviews.
  • Clean up mission chooser frame and merge with lobby creation mission chooser.
  • Implement map-based starting mission selection for campaigns (add advanced setting to change this to a simple grid). (decided against this in prototyping)
  • Ensure new UI works well with controller.
  • Ensure new UI scales well to various resolutions.
  • Update Steam Workshop guide.

Feedback:

  • Make the tabs look better.
  • Clicking on the starting mission name after selecting a campaign mission should go back to the campaign.
  • Reduce size of ReactiveDropChallenges stringtable payloads to avoid "overflow error writing stringtable baseline" crash.
  • Non-campaign missions have missing rich presence logic.
  • Non-campaign missions don't keep marine selections on retry.
  • Add an indicator for official campaigns/missions.
  • Indicate number of missions in campaign.

Legacy Addons:
Rationale: Addons that have not been updated should still go to the correct part of the mission chooser.
These tags will be hidden on the workshop, but visible in the uploader. Mappers are free to remove (or keep) the tag when publishing an update.

  • Add adminoverride_Bonus tag to addons that have one-mission campaigns that are not explicitly presented as campaigns ingame. adminoverride_Bonus will cause the campaign to disappear and the mission to be tagged as bonus and inherit the hidden campaign's credits filename.
  • Add adminoverride_Deathmatch tag to addons that have one-mission campaigns containing a deathmatch mission with a filename starting with dm_. adminoverride_Deathmatch will cause the campaign to disappear and the mission to be tagged as deathmatch and inherit the hidden campaign's credits filename.
  • Implement stats website handling for these tags.
  • Implement client handling for these tags.
  • Implement listen server handling for these tags.
  • Implement dedicated server handling for these tags.
  • When ready for release: Remove "Campaign" tag and add "Bonus" tag to relevant addons.

Add warning if multiple addons add the same file

[from Dubstep]

Add warning if multiple addons add the same file. Warning should include filename and both addon names. Don't show warning if files are identical or game supports merging for this filename.

Glitch spot on rd-nh03_groundworklabs

In the end of rd-nh03_groundworklabs during the final countdown, if someone jump in this specific spot they can glitch the countdown and make the ship to not land. People are using this to get "The Choice of Progress" achievement going there, glitching the counter then returning to lab room.
glitch

Projects - Translation

  • Load reactivedrop_foo.txt from all addons (similar to particle_manifest.txt)
  • Load closecaption_foo.txt from all addons
  • Load closecaption_foo.dat from all addons (need to determine if this is possible with compiled captions)
  • Rewrite translation sync tool to format better, avoid duplication
  • Create "fail to load translations on purpose" cvar for testing
  • All official campaigns: make campaign, overview strings available for translation
  • All official campaigns: make objective strings available for translation
  • All official campaigns: make misc (game_text, env_instructor_hint, etc.) strings available for translation
  • All official campaigns: make campaign credits strings available for translation
  • Make mail account names strings available for translation
  • Look into translating other parts of Steam Community
  • Sweep UI for untranslatable strings
  • Make stats website translatable
  • Translation progress dashboard

Projects - Menus / Controller

  • Remake lobby browser a la Deep Rock Galactic lobby browser
  • Remake mission selection a la Warframe inventory screen
  • Make d-pad use radial menus to access swap marine, offhand, offhand 2, emote
  • Research viability of using ISteamInput API without engine updates
  • Create advanced game settings menu
  • Main menu commander profile
  • Categorized achievements list

Improve UI interactivity hints

Users have reported that several screens are unclear that they can be interacted with:

  • initial marine selection in briefing
  • download button for workshop addons
  • advanced settings category heading

Sentry gun can be used to block spawn

I don't know if this is the intended behavior, but there's a glitch that you can use a sentry gun to totally block a spawn point of the swarms
sentryblock

In this example the sentry is being used to block the spawn of boomers

Projects - Official Campaigns

  • Make Bonus Missions and Deathmatch campaigns dynamically created at runtime
  • Bonus Missions: move away from numbered missions, use names instead
  • Operation Cleansweep: U.S.C. Medusa: elevator to bridge has inconsistent door behavior, causing marines to fall out or not be able to get in
  • Research 7: Illyn Forest: drone can get stuck in generator attack animation, causing guaranteed failure
  • Lana's Escape: Lana's Bridge: escape trigger does not respond to marine death properly
  • Lana's Escape: Lana's Sewer: escape trigger does not respond to marine death properly
  • Lana's Escape: Lana's Maintenance: wrong number of random hacks can spawn
  • Lana's Escape: Lana's Bridge: research possibility of letting marines build the sentry after the bridge in place with fixed leg positions
  • Lana's Escape: Lana's Maintenance: research possibility of letting marines build sentry into south-east drone hole in generator objective room
  • Tutorial: new mission
  • BioGen Corporation: BioGen Labs: remaster
  • Sweep official maps for inconsistent behavior

  • JAC4 - link biomass?
  • JAC7 - if you leave nuke behind, there should be an angry note from the nuke when you return
  • NAM1 - weird invisible wall near fire - should put some props there
  • OCS3 - re-open end door if pod empty
  • PAR5 - can fall off bridge without dying
  • RES3 - add reward for taking "wrong" path (ammo? medkit? mostly empty flamer?)
  • RES3 - generator should have "inorganic" damage resistances + ff protection, use actual damage taken rather than hits
  • RES3 - hack should be on generator, not button
  • TFT2 - drones that spawn after moving crane ignore marines entirely
  • TFT3 - first crate has no collision
  • TFT3 - killing boomer door before pushing button soft lock?
  • TIL5 - skip door should be openable in some way, with downsides
  • TIL6 - end marker doesn't match trigger
  • TIL6 - fix ceiling lamps having collision south wall needs to be redone
  • TIL9 - use configurable countdown objective, add neurotoxin fog/damage after timer

computer hack

  • minimizing the window should also minimize it for spectators
  • make computer remember "logged in" state, only show boot-up sequence if logged out
  • telegraph the ability to skip the boot-up sequence by pressing the USE key again
  • wire hack - make hover state use marine cursor, not spectator cursor

[FR] Give the option to change campaign in the lobby

The game need a way to change the current campaign to another in the lobby menu.

The current problem is that public dedicated servers are usually stuck in Jackob's Rest unless the owner change it to another, so it happens that a group finishes the campaign and leave because the players don't want to play the same campaign every time.

The change could be by a vote system or the current leader of lobby selecting which campaign he wants based on the available campaign in the server. It would also be good if we could vote another campaign in the middle of the game if the players want it.

Now if for some reason this option is already available in the game, then it should be more evident because I personally couldn't find it myself, and of course not considering console commands since it isn't available for those who aren't the host.

Inventory

From yuno on the forums:

Would it be possible to change the layout of the weapon select menu to include more weapons at a time?
I made a professional mockup of what I imagine it to look like:
a grid of weapons

The layout change of the mission select screen was one of the best changes to come to ASRD so maybe you could do the same for the weapon menu?


Tabs for inventory view:

  • Weapons
  • Medals
  • Swarmopedia replacement

Weapons:

  • Replace briefing weapon selection
  • Ensure all stats are correct
    • asw_weapon_rifle
    • asw_weapon_prifle
    • asw_weapon_autogun
    • asw_weapon_vindicator
    • asw_weapon_pistol
    • asw_weapon_sentry
    • asw_weapon_heal_grenade
    • asw_weapon_medical_satchel
    • asw_weapon_ammo_satchel
    • asw_weapon_ammo_bag
    • asw_weapon_shotgun
    • asw_weapon_tesla_gun
    • asw_weapon_railgun
    • asw_weapon_heal_gun
    • asw_weapon_pdw
    • asw_weapon_flamer
    • asw_weapon_sentry_freeze
    • asw_weapon_minigun
    • asw_weapon_sniper_rifle
    • asw_weapon_sentry_flamer
    • asw_weapon_chainsaw
    • asw_weapon_sentry_cannon
    • asw_weapon_grenade_launcher
    • asw_weapon_deagle
    • asw_weapon_devastator
    • asw_weapon_combat_rifle
    • asw_weapon_healamp_gun
    • asw_weapon_heavy_rifle
    • asw_weapon_medrifle
    • asw_weapon_fire_extinguisher
    • asw_weapon_mining_laser
    • asw_weapon_50calmg
    • asw_weapon_flechette
    • asw_weapon_ricochet
    • asw_weapon_medkit
    • asw_weapon_welder
    • asw_weapon_flares
    • asw_weapon_laser_mines
    • asw_weapon_normal_armor
    • asw_weapon_buff_grenade
    • asw_weapon_hornet_barrage
    • asw_weapon_freeze_grenades
    • asw_weapon_stim
    • asw_weapon_tesla_trap
    • asw_weapon_electrified_armor
    • asw_weapon_mines
    • asw_weapon_flashlight
    • asw_weapon_fist
    • asw_weapon_grenades
    • asw_weapon_night_vision
    • asw_weapon_smart_bomb
    • asw_weapon_gas_grenades
    • asw_weapon_t75
    • asw_weapon_blink
    • asw_weapon_jump_jet
    • asw_weapon_bait
  • Weapon fact icons (the person who originally took this task decided not to, so I'm doing them myself)
    • accurate_crouch
    • aim_assist
    • ammo
    • area_radius
    • bait
    • blast_radius
    • buff_radius
    • bullet_spread
    • damage
    • deployable
    • door_defense
    • duration
    • fire_rate
    • generic_ammo_refill_clips
    • generic_ammo_refill
    • generic
    • grenade_cluster
    • healing
    • heals_infestation
    • heavy
    • large_alien_damage
    • level
    • piercing
    • projectile_speed
    • range
    • recharges
    • reload
    • rocket_aim
    • secondary
    • sentry
    • shotgun_pellets
    • specific_damage_bonus
    • throwable
    • unique
    • warning

Medals:

  • Award HoIAF medals for season 1
  • Inverted Hat Trick medal
  • Automated HoIAF medal granting
  • Show in lobby
  • "Equip medal" button

Swarmopedia replacement:

  • Icons
  • Rewrite all descriptions as mechanical+lore a la Risk of Rain 2
    • Mechanics
      • Drone
      • Ranger
      • Shieldbug
      • Boomer
      • Buzzer
      • Parasite
      • Mortarbug
      • Harvester
      • Xenomite
      • Mender
      • Biomass
      • Grub
      • Antlion Guard
    • Lore
      • Drone (Prof. Julie Duval, IAF)
      • Ranger (Bur Nable, Nanotrasen)
      • Shieldbug (Prof. Julie Duval, IAF)
      • Boomer (Dr. Brad Irwing, AMBER)
      • Buzzer (Bur Nable, Nanotrasen)
      • Parasite (Shaun Ming, SynTek)
      • Mortarbug (Bur Nable, Nanotrasen)
      • Harvester (Dr. Brad Irwing, AMBER)
      • Xenomite (Dr. Brad Irwing, AMBER)
      • Mender (Bur Nable, Nanotrasen)
      • Biomass (Shaun Ming, SynTek)
      • Grub (Shaun Ming, SynTek)
      • Antlion Guard (Isaac Kleiner, Black Mesa)
  • Determine required kill counts

Null pointer on this->player

One example:

void CASW_MarineGameMovement::DecayPunchAngle( void )
{
	if ( player->m_Local.m_vecPunchAngle->LengthSqr() > 0.001 || player->m_Local.m_vecPunchAngleVel->LengthSqr() > 0.001 )  <<<<<< Unhandled exception thrown: read access violation. this->player was nullptr.
	{
		player->m_Local.m_vecPunchAngle += player->m_Local.m_vecPunchAngleVel * gpGlobals->frametime;
		float damping = 1 - (PUNCH_DAMPING * gpGlobals->frametime);
		
		if ( damping < 0 )
		{
			damping = 0;
		}
		player->m_Local.m_vecPunchAngleVel *= damping;

There are more, but in different files, they all look related.

Happens once over 2-3 days to a server, crashdumps are available.

IAF RANKS menu bug

Happened to me in main menu, after one click "Show Global" on IAF RANKS menu i'm stuck then menu didn't recognize inputs anymore. I had to leave the game through task manager.
If you have Steam Overlay enabled, it doesn't happen.

Number of retries in UI shows a number that is bigger by 1

When starting a mission for the first time the UI in TAB screen shows "RETRIES 1" when it's actually a first try.
There's an inconsistency in showing number of retries in briefing and during mission. The in-mission number is always bigger by 1.

Buzzer blur bugs out and turns into static screenshot

When buzzer damages marines it should create a tiny blur effect that lasts less than a second. It actually looks nice when it works.
However pretty often it bugs and instead of blur it just shows a static blured screenshot from some previous buzzer attack.
Sometimes it just shows a very bright screenshot which flashes you. Other times it shows a black image.

Example:
20220611163337_1
The screenshot was take on 4fun challenge where buzzers blur lasts ~20 seconds. So basically once player is hit by buzzer they see a static screenshot all this time and can't really play.

This is especially annoying on ASBI or maps where there's a lot of buzzers, like Paranoia campaign.
It's not clear how to reliably reproduce this issue.
On my current system it happens from 1-2 buzzer hits. On previous PC it was happening when Shieldbug, Boomer or Harvester were present and expensive reflective water. E.g. on Sewer Junction map.

Workaround: disable Multicore Rendering in Video Settings. Restart game. Now the issue is gone completely. However with Multicore Rendering disabled the client framerate drops significantly on ASBI challenges.

Note: It seems to affect mostly AMD CPU users. We have reports that on AMD CPUs it starts instantly while on Intel it happens rarely.

door closing

door forcibly tries to close after a few seconds of being open even if something is standing in the door area the whole time

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