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This project forked from valvesoftware/source-sdk-2013

19.0 19.0 5.0 840.25 MB

Team Fortress: Invasion brought over to Source 2013.

Home Page: http://www.talonbrave.info/

License: Other

C++ 96.45% C 3.13% Shell 0.01% Perl 0.17% Makefile 0.02% Assembly 0.01% Batchfile 0.01% GLSL 0.22% PowerShell 0.01%
2003 2007 2013 invasion source source-engine source-sdk sourcemod team-fortress valve

invasion's People

Contributors

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invasion's Issues

Model parameter 'body_pitch' not functioning as expected.

See the following...
void CPlayerAnimState::ComputePoseParam_BodyPitch( void )

Passing a random value to the parameter works fine, so there's nothing wrong with the model itself. The values returned by flPitch seem fine and are passed to SetPoseParameter correctly. There's no clear reason why this code currently doesn't function as it should.

Various Custom Models

Classes

  • Human Recon

  • Alien Recon

  • Human Defender - Art: Piece 1 | Piece 2

  • Alien Defender -

  • Human Medic - Art: Piece 1 | Piece 2

  • Alien Medic

  • Human Escort

  • Alien Escort - Art: Piece 1

  • Human Support

  • Alien Support

  • Human Sapper

  • Alien Sapper

  • Human Sniper

  • Alien Sniper

  • Human Pyro - Art: Piece 1

  • Alien Pyro

Buildings

  • Human Resupply Station (Ground & Wall) - Art: - Piece 1 (wall)

  • Alien Resupply Station (Ground & Wall)

  • Human EMP Generator

  • Alien EMP Generator

  • Human Manned Plasma Gun

  • Alien Manned Plasma Gun

  • Human Manned Missile Launcher

  • Alien Manned Missile Launcher

  • Human Manned Shield

  • Alien Manned Shield

  • Human Shieldwall

  • Alien Shieldwall

  • Human Resource Pump - Art: Piece 1; Various

  • Alien Resource Pump

  • Human Respawn Station

  • Alien Respawn Station

  • Human Tower

  • Human Bunker

  • Human Sandbag Bunker

  • Human Buff Station - Art: Piece 1 | Piece 2 | Piece 4; Screenshot Overlay

  • Alien Buff Station

  • Human Plasma Sentry Gun

  • Alien Plasma Sentry Gun

  • Human Rocket Sentry Gun

  • Alien Rocket Sentry Gun

  • Human Rallyflag

  • Alien Rallyflag

  • Human Dragon's Teeth

  • Human Explosives

  • Alien Explosives

  • Human Vehicle Gun

  • PowerPack

  • Human Vehicle Boost

  • Alien Vehicle Boost

  • Human Auto-repair

  • Alien Auto-repair

Vehicles

  • Human Wagon

  • Alien Wagon

  • Human Mortar

  • Human Motorcycle

  • Walker-Strider

  • Skirmisher (Mini-Strider) - Art: Piece 1

  • Human Battering Ram

  • Alien Battering Ram

  • Alien Teleport Station

  • Human Siege Tower

  • Alien Tank - Art: Piece 1

  • Human Flatbed

Weapons

  • Human Burst Rifle - Art: Piece 1; Viewmodel Fire | Piece 2; Viewmodel Reload | Piece 3; Various Concepts | Piece 4; Ditto | Piece 5; Ditto

  • Alien Burst Rifle

  • Human Plasma Rifle

  • Alien Plasma Rifle

  • Human Combat Shield - Art: Piece 1; Viewmodel | Piece 2; Physical Shield

  • Alien Combat Shield

  • Human 'Assassination' Weapon

  • Alien 'Assassination' Weapon

  • Human Limpet Mine - Art: Piece 1; Various

  • Alien Limpet Mine

  • Human Laser Designator

  • Alien Laser Designator

  • Human Laser Rifle

  • Alien Laser Rifle

  • Human Plasma Grenade Launcher

  • Alien Plasma Grenade Launcher

  • Human Harpoon

  • Alien Harpoon

  • Human Drainbeam

  • Alien Drainbeam

  • Human Repair Gun - Art: Piece 1; Repair Gun | Piece 2; Medikit

  • Alien Repair Gun

  • Human Flame Thrower

  • Alien Flame Thrower

  • Human Gas Can

  • Alien Gas Can

  • Human Dual Pistols

  • Alien Dual Pistols

  • Human Anti-Personnel Grenade

  • Alien Anti-Personnel Grenade

  • Human EMP Grenade

  • Alien EMP Grenade

  • Human Stickybomb

  • Alien Stickybomb

  • Projected Shield (Escort Shield)

  • Human Minigun

  • Alien Minigun

  • Human Shield Grenade

  • Alien Shield Grenade

  • Human Rocket Launcher

  • Alien Rocket Launcher

  • Human Arc-Welder - Art: Piece 1

  • Alien Arc-Welder

  • Human PDA - Art: Piece 1 | Piece 2

  • Alien PDA

NPCS

  • Bug Hole

  • Bug Warrior

(TODO: Decide if we are going to keep the Builder Bug, it doesn't do anything and the code that spawns it in the Bug Hole is commented out. Should we leave this idea on the cutting room floor or try and make something out of it?)

Gasoline blob puddles won't draw?

ShouldDraw always returns false? Even though the entity has the correct flag to indicate it has stopped and the fade is still at its peak. Very strange, I'm obviously reading something wrong here.

If you force it to draw the puddle, the puddle's alpha level will always return null. Again, puzzling behaviour but once again I'm obviously reading something wrong.

I've added a material to replace the missing decal at least.

Overhaul impact code.

Either by switching to use retail system or overhauling it to use new systems that are now in place. This code is heavily outdated, relying on external models for impact debris and failing to correctly distribute decals.

Overhaul CPlayerAnimState.

Class should be based on the already existing CMultiPlayerAnimState class; would resolve a number of issues.

Recon class crash!

Class is currently crashing whenever attempting to update some of its shared variables, in particular; m_vecImpactNormal and m_bTrailParticles.

Currently unable to ascertain the cause of this.

Make objects non-collidable to other team members

Noted during playtest it was easy to cause other team members to get stuck. Could introduce similar collision when encountering other players?

Objects should still be solid to opposing team.

Should the player's own objects be solid?? ๐Ÿค”

Placing Buff Station closes the game

When a buff station is placed, the game will close/crash shortly after placement. Thus rendering them unusable. Not sure what's causing this because they used to work fine.

Projectiles not finding correct attachment?

Apparently projectiles aren't finding the correct attachment on the view model, so they instead come out the middle of the viewport. Unless this is intentional, but I don't recall it occurring previously.

Vehicles!

Pretty self-explanatory. I'll most likely use the Jeep as a placeholder for now.

Bots currently aren't spawning correctly.

Minor issue, but most likely the issues that are occurring with bots would most likely occur when a client joins the server too, which is a major issue. Will be looking into this at some point...

Alien Commando model

Below is a list of changes we need for the Alien Commando model before it can be considered completed.

  • Fix UV coordinates on rear end, as these are incorrect
  • Provide poses for different aim angles to use for blending
  • Initial jump animation
  • Hover animation
  • Land animation
  • Animation for shield deployment
  • Ragdoll is currently fucked
  • Optimise textures

There are more but I'll add them later in the day when I have some time to check. Don't hesitate to create individual tickets for some of these, but I would link them back here.

Add weapons to classes as determined in Design Spec

RECON:

  • weapon_pistols

COMMANDO

  • weapon_rocket_launcher
  • weapon_combat_plasmarifle
  • weapon_combat_grenade

DEFENDER

  • weapon_combat_laserrifle
  • weapon_limpetmine
  • weapon_arcwelder

MEDIC

  • weapon_repairgun
  • weapon_combat_burstrifle
  • weapon_combat_grenade

PYRO

  • weapon_flame_thrower
  • weapon_combat_shotgun

SAPPER

  • weapon_drainbeam
  • weapon_combat_grenade_emp
  • weapon_combat_shotgun
  • weapon_obj_empgenerator (GAME CLOSES WHEN YOU PLACE IT, FIX!!!)

SUPPORT

  • weapon_combat_plasmagrenadelauncher
  • weapon_limpetmine
  • weapon_harpoon

ESCORT

  • weapon_shield
  • weapon_minigun
  • weapon_shield_grenade

INFILTRATOR

  • weapon_infiltrator
  • weapon_limpetmine
  • weapon_combat_shotgun

SNIPER

  • weapon_combat_laserrifle
    (has no sniper rifle, potentially removed or something. Might have to make it ourselves.)

Implement Sniper Rifle

Invasion currently has no Sniper Rifle weapon, but does have a Sniper class. We should implement one based on the TFC Sniper.

Hard-coded Directories make compilation difficult

Hello there, I was trying to compile some release DLLs, but there seems to be something that wants to point to "H:\InvasionSource\mp\src\game\server" and "H:\InvasionSource\mp\src\game\client". even after re-running VPC

In the files server_hl2mp.vcxproj and client_hl2mp.vcxproj, there is this string in the "PreprocessorDefinitions" block: PROJECTDIR=H:\InvasionSource\mp\src\game\server & PROJECTDIR=H:\InvasionSource\mp\src\game\server

Ideally, the GitHub repo shouldn't have the files that VPC generate (i.e the .sln, the .vcxproj files), and any changes to the project files should be added to their respective .vpc files so that when VPC is ran, the .vcxproj files are created exactly how you want them to be already (which, I see that you have done already judging by the diffs of the .vpc files between this repo and the SDK 2013 repo)

This isn't a crucial issue in the slightest, as simply deleting all the .vcxproj files and rebuilding them with VPC will fix it, but it could cause issues if the person compiling does not know that.

HUD Timer not displaying?

Currently this doesn't seem to be displaying anything but I've confirmed it's active in a test level I put together.

Very odd, might be an issue with the HUD animations?

Add buildings to all classes as determined in the Design Spec

RECON:

  • Resource Pump
  • Respawn Station (Doesn't have PowerPack because he does not have any buildings that require it)
  • Wagon (OBJ_WAGON)

COMMANDO

  • Respawn Station
  • Resource Pump
  • PowerPack
  • Manned Missile Launcher
  • Dragon's Teeth
  • Sandbag Bunker
  • Vehicle Boost (Upgrade)

DEFENDER

  • Respawn Station
  • Resource Pump
  • PowerPack
  • Plasma Sentry Gun
  • Manned Missile Launcher
  • Barbed Wire
  • Sandbag Bunker
  • Bunker
  • Tower
  • Dragon's Teeth
  • Driver Machinegun (Upgrade)

MEDIC

  • Respawn Station
  • Resource Pump
  • PowerPack
  • Buff Station
  • Manned Plasma Gun
  • Resupply Station
  • Sandbag Bunker
  • Bunker
  • Dragon's Teeth
  • Selfheal (Upgrade, Tech Unlock)

PYRO

  • Respawn Station
  • Resource Pump
  • PowerPack
  • Manned Plasmagun
  • Barbed Wire

SAPPER

  • Respawn Station
  • Resource Pump
  • PowerPack
  • Manned Plasmagun
  • Dragon's Teeth
  • Tower
  • Sandbag Bunker

SUPPORT

  • Respawn Station
  • Resource Pump
  • PowerPack
  • Mortar (OBJ_VEHICLE_MORTAR)
  • Sandbag Bunker
  • Bunker
  • Explosives (Upgrade)

ESCORT

  • Respawn Station
  • Resource Pump
  • PowerPack
  • Projected Shield (obj_shieldwall) Manned Shield
  • Sandbag Bunker
  • Bunker

INFILTRATOR

  • Respawn Station
  • Resource Pump

SNIPER

  • Respawn Station
  • Resource Pump

Need Human Shield model.

One for view, probably using the Human Commando model as a starting point (could you potentially just cut off his arm?)

Image of Shield view model

Not too sure about the required attachments right now, I'll get back to you on this...

As for the world model, you should obviously use the image above as reference, but create a lower-poly rendition of just the shield itself. It will need to be set to attach to w_combat_shield.

Need Powerpack model.

Preferably using this as reference...

Image of Powerpack Concept

Needs the following attachments...
Tesla_ll
Tesla_ul
Tesla_lr
Tesla_ur

Remove "Donate Resources"

When you donate resources to a teammate, all it does is remove the resources from your team's bank and add it back in. This is probably just a leftover, so it should be removed considering teams share the same amount of resources.

Add scoreboard

Can just rip the one from HL2DM and make any modifications as needed (such as resource counts per team etc.)

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