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A first-person multiplayer action game

Home Page: http://www.doubleactiongame.com/

License: Other

C++ 94.74% C 3.51% Shell 0.01% Perl 0.23% Makefile 0.07% Assembly 0.01% Objective-C++ 0.01% Batchfile 0.02% GLSL 0.31% HTML 0.02% Python 0.07% ReScript 1.03%

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doubleaction's Issues

[Feature Request] Enumerate race checkpoints better

I find the current race checkpoint system confusing. When I die I don't know if I need to go back to the last checkpoint I was at or go to all the way at the beginning and I don't know why some checkpoints are labelled checkpoint 2. I think there have been some races I have encountered where once I reached a number of checkpoints and I died I wouldn't go to the very beginning and checkpoint 2 is that checkpoint, but I don't know if that was the case. Sometimes I see checkpoint 2 labeled when it seems like just the third or 4th checkpoint and it's really confusing. I propose that checkpoint 2 text be removed and all check points have numbers displayed under the existing text (e.i. next checkpoint, final checkpoint, etc...) so it's easier to be communicated to the player if the player needs to go the very beginning or to redo the to-be-captured checkpoint that the player was killed on and just easier to follow. If checkpoint 2 actually has a purpose, it should be renamed to something else.

[Feature request] Add way to make first person/third person setting persistent

I like playing in first person and currently at the start of every server I join I have to toggle from third person to first person. It would be nice if either there was a setting that would be able to be accessed from the three dots in main menu or options multiplayer tab or if the game remembers the setting from the last server play session. I could even work with a console or launch option, but as of now there is nothing but the aforementioned manual method to accomplish this.

da_sacred map issues

  1. You can get semi-stuck on the front roof. It's possible to get out but it's sloooow. Maybe add some invisible physical model there so people just walk over it instead? image
  2. There's a small raised part on the inside below the front window. That inhibits climbing out of that window.
  3. There's a spawn point in the air. While that is neat as a delivery point/checkpoint, it's not so neat if you spawn there and fall down starting with fall damage.
  4. The destroyable brick wall is sometimes hard to break through.
  5. The side windows have some pretty visible skybox leaks
  6. The 2 wooden crate props on this map are indestructible
  7. If you manage to be prone on top of the wall with the jesus birdhouses, you cannot get up until you jump down image
  8. The wall below the front window has incomplete plasterwork. The wood from below the roof is sticking through.
  9. There's an issue on stairs leading up to the back area. You get deflected if you try to walk up there, rolling works half of the time, but sliding up is pretty much impossible.
  10. Also, there are still water sounds back there even though there is no more water :)

da_trainingday map issues

  1. You can get stuck in prone under some wall posters. Maybe make those posters non-physical?
  2. Sometimes the trains get stuck on bots, briefcases, hamburger boxes, you name it. Not sure if anything can be done about that.

Improve race time limit

Right now, the rat race/briefcase has a flat time limit starting from the last time there was activity.

This needs some improvement.
It should be replaced by a countdown that is extended whenever there is activity.
The extensions should be capped at the old time limit and there should be diminishing returns.

Players can gain style points after time is up

I was playing with a friend and he robbed me of my win by 6 points due to grenade damage after everyone got frozen. It was pretty hilarious and we had a good chuckle about it but does strike me as probably unintended behaviour. Seems like if time is up and everyone is frozen then people should probably stop taking damage and the scores should be set in stone.

Oh, by the way, thanks for all your work on this game! It's been great fun.

Briefcase isn't removed when race times out

Mini-objectives time out if they're stale for a while.
This can also happen while someone is carrying the briefcase.
If that is the case, the briefcase isn't removed properly.

shotgun world anims are holding the shotty weird

The stakeout uses the same world animations as the mossberg and both are dodgy.

This animation is in the shared animations rig which I haven't been able to recompile yet but when I do there are a bunch of animations we will want to tweak anyway

Purple checkerboard reflections on da_megachat

Here's what the issue looks like:
Screenshot of the issue

I found a fix for this as well:

  1. start game
  2. mat_specular 0
    • This will actually disable the part that needs those cubemaps, so make sure you turn it on again later
  3. map da_megachat
  4. buildcubemaps
  5. mat_specular 1
  6. quit
  7. package up everything the game changed/created
  8. upload to steam
  9. done

Reloading shotguns either gets stuck or delayed when melee during reload

One of the more annoying problems that I encounter is that the shotguns don't reload when I need it to because I meleed while reloading. This is especially annoying when I am trying to hit someone with auxiliary/middle mouse button (by default) brawl/melee and also in the process of reloading because there are several other people around my I am trying to kill or abate with the shotgun. I have a hard time reproducing the extreme case of this issue, but here are two possibilities that at least one will always be reproducible:

  1. Create a local server, spam melee while reload, then press reload multiple times which loads 1 shell regardless of animation state, pause occurs as in nothing is being reloaded, then reloading resumes as normal.
  2. (harder to reproduce could not reproduce on local server) spam melee while reloading blocks reloading completely and multiple presses of reload doesn't instantly load 1 shell. The only way to reload at that point is to switch weapons. I found that in this second possibility the block is sometimes just a delay, but it's hard to know if that's the case for many instances since I died before the delay could finish.

To clarify, the first possibility can always be reproduced by following the procedure, the second can't. I think client lag has to do with the second possibility occurring because it seems when I get 20-40 fps with 10 fps lows the second possibility occurs the most.

I tested the most with the Persuader. I believe I only experienced possibility 1 with The Stakeout, but that is only because I tested and used significantly less than the Persuader, so the second scenario could still be a possibility.

DA:B Version:
Build Label: 8 # Uniquely identifies each build
Network PatchVersion: 1.5.0.1 # Determines client and server compatibility
Protocol version: 24 # High level network protocol version

System information:
https://gist.github.com/Yetoo1/b10f578a0c781c453ba3449e257b6782

you sold yourself as a worthless loser

shame on you @BSVino . Shame on you for saying the stupidest thing ever in one of your c++ game tutorials regarding this game. In that video about using statistics preventing cheaters in online games, you give an "example" when you mention the statistics part. That example shows how daft and a loser you are. Shame on you for mentioning losers in you garbage example.
Death to your daft mentality. Death to everyone who mentions that stupid word you mentioned. You are a cheap and worthless slave, and so is everyone like you and the idiots you mentioned in your stupid "example". Hope you get punished for that.

Fast Weapon Switch doesn't work as intended when using slot hotkeys

Description of the problem

When Fast Weapon Switch is enabled and the player attempts to switch weapons using slot hotkeys (such as 1, 2, 3, 4, 5), the first attempt the player makes at firing that weapon will fail (it will instead result in a single click sound, and no bullets will fire). This also occurs if the selected weapon is already active.

This issue does not occur if the player attempts to switch weapons using the scroll wheel (invprev and invnext commands). It is unknown (or rather, untested) if this occurs on the lastinv command, however that is highly likely given the behavior of lastinv.

What is the intended behavior

When Fast Weapon Switch is enabled and the player attempts to switch weapons using slot hotkeys (such as 1, 2, 3, 4, 5), the weapon will immediately switch and be ready to fire immediately without the player having to confirm the weapon switching action.

What do you think is the cause of this problem

I feel that something has been done to alter the way weapon switching is handled for when Fast Weapon Switching is disabled, but somehow while this behavior was circumvented for scrolling with Fast Weapon Switching enabled, it was not circumvented for slot commands like slot1, slot2, slot3 etc.

This is further implied by the fact that the aforementioned click sound that is heard when attempting to fire a weapon after switching is the same sound you hear when you confirm the switch to a weapon with Fast Weapon Switching disabled, and given the same action generates this sound (clicking with the left mouse button), it would be safe to assume this is what is happening.

How is the issue a problem for the development team?

This faulty behavior does not occur in any other source engine game to the best of my knowledge, including mods such as Fistful of Frags and E.Y.E Divine Cybermancy.

Add machine gun

One of TrickshoT's friends wanted to create a machine gun.

Note:
CWeaponSDKBase::GetMeleeDamage and CWeaponSDKBase::GetBrawlSecondaryFireRate evaluate weapon weight differently.
This needs to be considered when adding weapons with more than 20 slots.

da_rooftops map issues

  1. You can get stuck in prone under the fire extinguisher in the (upper) elevator. Maybe make that non-physical?
  2. You can get stuck by sliding straight into the air conditioning exhaust thingy on the roof near the only ladder that's on the outside of a building. There are two more of these exhausts on the other side of the map. These share the same problem.

Press e to suicide prompt doesn't function properly due to event notification and other

On maps that have long drops such that the press e to suicide prompt would show up, such as da_rooftops, the prompt often either doesn't function properly or show up. I've found that event notifications (race start/stop, target, briefcase, etc...) cause the prompt to not show up and e not causing suicide, the prompt to show up but is disfigured and there is a delay before pressing e will work, or the prompt will be disfigured and e will not cause suicide the whole way down. Pressing e should work when passing the trigger/game logic that determines there is no point of return and despite the state of the prompt and the prompt shouldn't be disfigured. I have a hard time reproducing this just by loading the map and falling; it's easier when there are real players, but still possible with bots.

DA:B Version:
Build Label: 8 # Uniquely identifies each build
Network PatchVersion: 1.5.0.1 # Determines client and server compatibility
Protocol version: 24 # High level network protocol version

System information:
https://gist.github.com/Yetoo1/e605ecb0524db6871261a9e4617deb8e

da_cocaine map issues

  1. It is possible to get out of the map in the courtyard
  2. Bots get stuck on their way through the bathroom windows. I can't seem to make them duck reliably enough for them to not get stuck. Maybe if the window frame was flat inside, it'd work.

da_official map issues

  1. Pretty much the only issue here is that it's laggy :) Mid-range machines struggle to get 30 fps when there is a decent number of people on the server.

Melee animation doesn't play when out of ammo and in first person.

If the player is in first person mode and runs out of ammo (the point when the press reload key red prompt to reload appears) and melees right after out of ammo and right before auto reload starts, the melee animation won't play. This happens with every weapon. It seems like it's trying to display beginning of unholster animation, but I'm not sure.
Steps to reproduce:

  1. Equip a character with persuader.
  2. Go into first person.
  3. Shoot every round.
  4. Either melee and hold while near the end of ammo or immediately melee right after last shot or in the beginning moments of reload prompt.
  5. Keep on meleeing to keep the animation like that.

DA:B Version:
Build Label: 8 # Uniquely identifies each build
Network PatchVersion: 1.5.0.1 # Determines client and server compatibility
Protocol version: 24 # High level network protocol version

System information:
https://gist.github.com/Yetoo1/c7f17310d0e13fe75944a66ffd5a82d5

Getting stuck in surfaces while stunting

If the player does a stunt through an enclosed area (e.g. over the bar counter in da_highrise) and interacts with a physics object or somehow gets force applied to them, when the animation ends the player may find themselves stuck in a wall or ceiling. It appears that if the stunt sequence ends where there isn't enough room for the player model to stand up, part of the model is shoved into the map geometry.

A proposed solution is that at the end of the stunt animation, a check could be performed to determine if there is enough room for the player's model to reshape without issue. If the player can't stand up, they could be forced into crouch or prone position instead.

da_morgendorffer map issues

  1. The doors behave badly in laggy environments, often getting you stuck in a critical situation. Maybe the simple situation would be to make those walk-through?
  2. There are several boarded doors on this map. One of them is in a corridor next to a room with a milk carton on a desk. That door gets bots (and sometimes players) stuck. Can you make those walk-through?

New stunt: feet forward dive

I want to be able to slide down staircase railings feet first. I suggest jump+crouch+dive puts you into a feet-first dive and when you land you can hold stunt to slide feet first, hardboiled style

Nerf guns!!!111

Persuader:

  • Lower damage
  • Keep clip size
  • Spread seems ok?

Mac Daddy:

  • Small decrease in damage (5%?)
  • Maaaaybe a tiny increase in spread
  • ルナフクロウ thinks the accuracy should be reduced

da_streets map issues

  1. The wooden ramp with the JR sign on it: You sometimes get stuck walking up the ramp. Can be reliably triggered by walking against one of the posts on the side, then turning towards the center to walk up the middle.
  2. The map is a bit laggy with a lot of people, framerate-wise.

Gun brawl is much stronger than fist brawl

Fist brawl has no advantage over gun brawl but a major disadvantage: it does a lot less damage.
This should be fixed by making gun brawl only as strong as fist brawl.

This could be a potentially game-breaking change that needs to be evaluated carefully.

Add a cvar to control pickup behaviour

cl_pickup_dropweapons 0|1
default: 1
0 - Do not drop weapons in order to accomodate weapons picked up from the ground.
1 - Drop weapons in order to accomodate weapons picked up from the ground.

Bots get stuck

The new navmeshes open some new areas to the bots with new ways for them to get stuck :)

da_cocaine: They get stuck in the bathroom windows because they refuse to crouch through.
da_megachat: They get stuck on those crates opposite the fence that used to get them stuck.

Single brawl per stunt

Instead of allowing people to spam divepunch we should only allow one brawl per dive, so you have to actually time it.

This would then make more sense of the ridic damage and style points you get from a divepunch

Map ends before the last vote concludes

If a vote is started shortly before or during intermission, the game doesn't wait until the vote concludes, but instead switches to the new map, ignoring votes cast so far.

What makes this a common issue is that if there's an overtime, the nextlevel vote for the map is delayed until the overtime concludes, which is exactly when intermission begins.

da_megachat map issues

  1. You almost always get stuck if you spawn in the only spawn point with a clear window next to it. This could totally be a code problem, I just don't get what's so special about this spawn point. image
  2. One of the briefcase delivery points (=info_player_deathmatch) is accessible through a wall. A solution would be to move it to the opposite wall image

Video settings not saved/not loaded when starting new game session

Whenever I start Double Action: Boogaloo the game opens in a window and the video settings aren't what were saved in the last session and instead seem to be auto detected. There are no launch options set via the game properties in Steam. I have validated game files multiple times, and most times 5 - 10 files fail to validate and redownload, but this issue still occurs. I am experiencing this in Linux but have not started this game on Windows to see if the same issue appears.

DA:B Version:
Build Label: 8 # Uniquely identifies each build
Network PatchVersion: 1.5.0.1 # Determines client and server compatibility
Protocol version: 24 # High level network protocol version

System information:
https://gist.github.com/Yetoo1/b10f578a0c781c453ba3449e257b6782

New map "da_holdingcell" has a spot in which players can get stuck in.

Description of the problem

In the new map released with version 1.3, named da_holdingcell, there is a spot on the third floor of the cell block area where a player can get stuck. This occurs because the player gets caught in a corner between a spotlight, a light on the wall, and a low roof.

Steps to reproduce

Simply perform stunts until you are caught in the spot seen in this video. It appears the entry point is along the wall. You will be unable to escape and must use the developer console (or plugins added on the server) to escape.

(Note: At the time of writing this issue, the video is still being uploaded. If you cannot view the video, please wait up to 20 minutes. It's a 1 minute (if that) 720p clip uploading at a max speed of 1 mbps. You can do the math, or take my estimate.)

How to fix this issue

There are several ways this can be adressed. The spotlight could be moved further out from the wall, it could be given no collision data, or it could be removed entirely. I would personally move the spotlight out about a dozen units, this should be sufficient to remove the problem.

Auto-Switch sometimes selects a grenade

When dropping a weapon, grenades are selected, although they are not supposed to be selectable, have no viewmodel and are usually not desirable to have selected.

Example:

  1. Spawn with Stallion, Sentinel and a grenade
  2. Drop the Stallion
    • Expected: the Sentinel is selected
    • Actual: the grenade is selected

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