YaLTeR / OpenAG

An open-source reimplementation of Adrenaline Gamer's client library.
https://j.mp/OpenAG
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Consider adding the clientside autojump. #6

Closed YaLTeR closed 8 years ago

YaLTeR commented 8 years ago

Everyone is using autojump scripts anyway, would be more precise and less hassle with _special to have a built-in autojump. Need to ask the community for opinions on this one though.

Toppatsu commented 8 years ago

This is a realy good idea. Oh, but _special not working on actual stream version. Please help me, how to enable bhop with current build of openAG?

YaLTeR commented 8 years ago

You can use the 6027 build of the engine.

Toppatsu commented 8 years ago

After reading this topic I'am rebuild client.dll with replacement "special" and "_special" by my keywords, end its realy working.

CrusoeDaWolf commented 8 years ago

I think this would be a great idea. :D A bit off topic, I noticed you modified pm_shared/pm_shared.c to remove the bhop cap Are you planning on rebuilding the server binary as well?

YaLTeR commented 8 years ago

Nope, not yet at least, I did it because it's also used in the client (for prediction).

CrusoeDaWolf commented 8 years ago

Alright. Any idea when the next update will come out?

YaLTeR commented 8 years ago

Working on autojump in its branch. Will also probably add auto ducktap.

Could also add a _special-like thing that gets executed every frame so people can use their scripts. Not sure about that though.

CrusoeDaWolf commented 8 years ago

Awesome! :D

As for a _special thing, maybe. I think we should focus on auto jump right now and bug fixing.

I tested this with Xash3D. It works with the SDL version from https://github.com/FWGS/xash3d but not the build from moddb, so I guess you could say it's somewhat compatible. :+1:

YaLTeR commented 8 years ago

After some thinking, I won't add auto ducktap (gives too much of advantage over a simple duckspam script), but I'll add a _special replacement.

Weird that it doesn't work with the moddb Xash3D build, could you elaborate on what happens?

CrusoeDaWolf commented 8 years ago

It says it can't initialize client.dll

I'm guessing this has something to do with SDL2, as I also tried this with NGHL (Don't worry, I own HL. You can check my Steam xP) and it wouldn't launch AG, saying it couldn't find SDL2.dll

I will send an in depth log for Xash3D in a minute or two.

CrusoeDaWolf commented 8 years ago

Xash3D 0.98 (build 3366) change game to 'Adrenaline Gamer Steam' at Aug10 2016 [10:49.17]

Xash3D 0.98 (build 3366) started at Aug10 2016 [10:49.17]

Sys_LoadLibrary: Loading xash.dll - ok FS_Init: done FS_LoadGameInfo( ag ) FS_Rescan( Adrenaline Gamer Steam ) Adding packfile: valve/pak0.pak (3453 files) Adding wadfile valve/cached.wad (2 files) Adding wadfile valve/decals.wad (222 files) Adding wadfile valve/fonts.wad (3 files) Adding wadfile valve/gfx.wad (7 files) Adding wadfile valve/halflife.wad (3116 files) Adding wadfile valve/liquids.wad (32 files) Adding wadfile valve/spraypaint.wad (14 files) Adding wadfile valve/xeno.wad (264 files) Adding wadfile ag/aw_agctf.wad (42 files) Adding wadfile ag/cached.wad (2 files) Adding wadfile ag/gfx.wad (7 files) Adding wadfile ag/liquids.wad (32 files) Adding wadfile ag/spraypaint.wad (14 files) InitDecals: 222 decals Sys_LoadLibrary: Loading wsock32.dll - ok NET_Init() Console initialized. execing video.cfg execing opengl.cfg Sys_LoadLibrary: Loading opengl32.dll - ok GL_CheckExtension: OpenGL Internal ProcAddress - enabled Set: Mode 20: 16x9 [1920x1080] VID_ChoosePFD( color 24, alpha 8, depth 32, stencil 8 ) VID_ChoosePFD: using hardware acceleration GL PFD: color( 32-bits ) alpha( 8-bits ) Z( 24-bit ) VID_StartupGamma: validate screen gamma - ok GL_CheckExtension: OpenGL 1.1.0 - enabled Video: GeForce GTX 960/PCIe/SSE2 GL_CheckExtension: WGL_EXT_swap_control - enabled GL_CheckExtension: glDrawRangeElements - enabled GL_CheckExtension: GL_ARB_multitexture - enabled GL_CheckExtension: GL_ARB_texture_env_combine - enabled GL_CheckExtension: GL_ARB_texture_env_dot3 - enabled GL_CheckExtension: GL_EXT_texture3D - enabled GL_CheckExtension: GL_SGIS_generate_mipmap - enabled GL_CheckExtension: GL_ARB_texture_cube_map - enabled GL_CheckExtension: GL_ARB_seamless_cube_map - enabled GL_CheckExtension: GL_EXT_point_parameters - enabled GL_CheckExtension: GL_ARB_texture_non_power_of_two - enabled GL_CheckExtension: GL_ARB_texture_compression - enabled GL_CheckExtension: GL_EXT_compiled_vertex_array - enabled GL_CheckExtension: GL_EXT_texture_edge_clamp - enabled GL_CheckExtension: GL_EXT_texture_filter_anisotropic - enabled GL_CheckExtension: GL_EXT_texture_lod_bias - enabled GL_CheckExtension: GL_ARB_texture_border_clamp - enabled GL_CheckExtension: GL_EXT_blend_minmax - enabled GL_CheckExtension: GL_EXT_blend_subtract - enabled GL_CheckExtension: glStencilOpSeparate - enabled GL_CheckExtension: GL_EXT_stencil_two_side - enabled GL_CheckExtension: GL_ARB_vertex_buffer_object - enabled GL_CheckExtension: GL_ARB_texture_env_add - enabled GL_CheckExtension: GL_ARB_shader_objects - enabled GL_CheckExtension: GL_ARB_shading_language_100 - enabled GL_CheckExtension: GL_ARB_vertex_shader - enabled GL_CheckExtension: GL_ARB_fragment_shader - enabled GL_CheckExtension: GL_ARB_depth_texture - enabled GL_CheckExtension: GL_ARB_shadow - enabled GL_CheckExtension: GL_ARB_texture_float - enabled GL_CheckExtension: GL_ARB_depth_buffer_float - enabled GL_CheckExtension: GL_ARB_occlusion_query - enabled GL_Upload: white s&3 [1 x 1] GL_Upload: gray s&3 [1 x 1] GL_Upload: black s&3 [1 x 1] GL_Upload: vsdct s&3 [1 x 1] SCR_Init() Sys_LoadLibrary: Loading ../menu.dll - ok Sys_LoadLibrary: Loading avifil32.dll - ok Sys_LoadLibrary: Loading msvfw32.dll - ok Sys_LoadLibrary: Loading msacm32.dll - ok AVI_Initailize: done GL_Upload: gfx/shell/min_n s&3 [19 x 19] GL_Upload: gfx/shell/min_f s&3 [19 x 19] GL_Upload: gfx/shell/min_d s&3 [19 x 19] GL_Upload: gfx/shell/cls_n s&3 [19 x 19] GL_Upload: gfx/shell/cls_f s&3 [19 x 19] GL_Upload: gfx/shell/cls_d s&3 [19 x 19] Sys_LoadLibrary: Loading dlls/ag.dll - ok Sys_FreeLibrary: Unloading dlls/ag.dll Sys_LoadLibrary: Loading dsound.dll - ok SNDDMA_InitDirect: creating DS object - ok DS_CreateBuffers: initialize DS_CreateBuffers: setting EXCLUSIVE coop level - ok DS_CreateBuffers: creating primary buffer - ok DS_CreateBuffers: setting primary sound format - ok DS_CreateBuffers: creating secondary buffer - ok DS_CreateBuffers: using secondary sound buffer Audio: DirectSound Sys_LoadLibrary: Loading cl_dlls/client.dll - failed DS_DestroyBuffers: shutdown DS_DestroyBuffers: setting NORMAL coop level DS_DestroyBuffers: stopping and releasing sound buffer DS_DestroyBuffers: releasing primary buffer Host_InitError: can't initialize client.dll Sys_FreeLibrary: Unloading wsock32.dll Sys_FreeLibrary: Unloading xash.dll

Xash3D 0.98 (build 3366)  at Aug10 2016 [10:49.22]

YaLTeR commented 8 years ago

Ah yeah this thing. Forgot about it. Not sure what it is about.

CrusoeDaWolf commented 8 years ago

Anyways, doesn't bother me that much either way. I use the SDL version a lot more anyways xP I just wanted to add my input on how well it works with Xash.

YaLTeR commented 8 years ago

Autojump: https://github.com/YaLTeR/OpenAG/commit/74551aec2a371a152a386d04e0c54f02cb05c657