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SP Weapon Fixes #144

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ampreeT opened this issue Sep 18, 2024 · 9 comments
Open

SP Weapon Fixes #144

ampreeT opened this issue Sep 18, 2024 · 9 comments
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entity-issues engine entity-related bugs/crashes/issues

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@ampreeT
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ampreeT commented Sep 18, 2024

Continuation of #20 and #21:

Issues:

  • Secondary attack on the crossbow does not fire from the center of the screen
  • Secondary attack on the crossbow still plays mp sound
  • Crossbow suffers from prediction issues caused by CWeapon_Crossbow::ItemPostFrame() being hooked, but this is needed currently for SP implementation
  • Can initiate ironsights with 357 and crossbow while using suit zoom
@ampreeT ampreeT added the entity-issues engine entity-related bugs/crashes/issues label Sep 22, 2024
@Alienmario
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Alienmario commented Oct 15, 2024

  • The crossbow has reduced damage (if any) to (friendly) vorts
  • I'm unable to hit xen controllers's heads with crossbow alt fire

@Alienmario
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  • 357 ironsights animation breaks when sprinting is toggled

@ampreeT
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ampreeT commented Oct 29, 2024

  • 357 ironsights animation breaks when sprinting is toggled

This also happens in singleplayer too when sv_always_run is set to 0. Is this something we want to expand further on or should we mimic Black Mesa's implementation 1:1?

@Alienmario
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  • 357 ironsights animation breaks when sprinting is toggled

This also happens in singleplayer too when sv_always_run is set to 0. Is this something we want to expand further on or should we mimic Black Mesa's implementation 1:1?

I'd classify this as a bug. If an easy solution can be found, I don't see why not (but let's wait for the update first).

@MyGamepedia
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  • Secondary attack on the crossbow does not fire from the center of the screen

This is because SourceCoop is still using grenade_bolt entity instead of tracerbullet. You need somehow to replace grenade_bolt (when it appears) with this entity, because sk_crossbow_tracer_enabled doesn't work in MP (it would be nice to create analog of this cvar for SourceCoop by the way, so we can toggle bolt behavior if needed).

@ampreeT
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ampreeT commented Nov 25, 2024

Discovered some additional differing implementations:

  • Crowbar attacks slower in singleplayer
  • Shotgun reloads are instantly interruptible in multiplayer
  • Secondary attack accuracy penalty for the glock is different in singleplayer and multiplayer

Singleplayer:

bms_WFMLPAKx5v

Multiplayer:

bms_it0EYEXluH

I did not see any references for the glock in the server binary that would suggest switching accuracy implementations so I'm guessing this is controlled through some file.

@ampreeT
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ampreeT commented Nov 25, 2024

  • Secondary attack on the crossbow does not fire from the center of the screen

This is because SourceCoop is still using grenade_bolt entity instead of tracerbullet. You need somehow to replace grenade_bolt (when it appears) with this entity, because sk_crossbow_tracer_enabled doesn't work in MP (it would be nice to create analog of this cvar for SourceCoop by the way, so we can toggle bolt behavior if needed).

Thanks for looking into this. Upon further analysis, I set sk_crossbow_tracer_enabled to 0 (uses grenade_bolt) in singleplayer and found that it does indeed shoot from the center of the screen. It must be a problem with the current SourceCoop implementation not covering all of the edge cases.

@ampreeT
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ampreeT commented Nov 27, 2024

Found a prediction issue with holding the reload button on the MP5. This is caused by using the singleplayer clip size.

bms_6ks5T167zA.mp4

@Alienmario
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Alienmario commented Nov 27, 2024

Does forcing a weapon data reload on client with ClientCommand do anything?

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