-
Notifications
You must be signed in to change notification settings - Fork 6
Open
Labels
enhancementNew feature or requestNew feature or request
Description
Small tweaks and features I plan to do in the future. There are too many to make individual issues for.
Client tweaks:
- steam_legacy/winxp support (256x256 max hud sprite size)
- allow gl_use_shaders
- readable net_graph
- detail texture disable thing that increases fps 10x(?)
- different kill feed message for sevenkewp clients (fix console kill feed too)
- increase max edicts in steam_legacy?
- bsp differs bypass
- fix black models when playes too high or not above worldspawn
- fix spray mixup bug?
- send disconnect message on closing window
- send chat/console usage to server
- longer kill feed buffer for assists
- stop geiger hogging sound channels
- balance uzi and stuff
- laser dot size should increase with distance, be tiny when close up
- play body hit sounds for default weps too, not just custom ones (glock silent)
- hud_crosshair_color, hud_crosshair_tee, hud_crosshair_dot, hud_crosshair_gap
Server tweaks:
- "per player" camera flag so you don't need 32 copies for individual uses of a camera
- spraypaint player anim
- predict laser targetting? (aim for fast apache but server sees aiming past it)
- warn players if fps too high (physics breaks or can't move at all)
- ff avoidance works on assassins but they just stand idle when they cant shoot, at least raise the gun (5am.bsp)
- "lack a required item" -> "lack an item"
- crouch anim while on ladder
- show when someone gets a map differ error?
- option to disable tripmine explosions if other player triggers yous, and disable collision with other player mines
- explode players who spam use scientists
- nohope2_2 has a working mouse cursor in a camera (although it lags), see if that can be used everywhere
- add chumtoad sounds
- round friction/gravity values or edit delta.lst to prevent prediction errors?
- respawn vehicle if clipped into walls
- distant gunshots shouldnt be directional without line of sight
- dont keep inventory on death after changelevel (i got all weps so ill die a bunch and give em to every1)
- what does the "no shadelight" flag (256) do for MDL files. Useful?
- allow plugins to whitelist cfg commands
- gauss secondary should always gib
- apaches follow players in sven if it has no path (mogul)
- high net usage with bullets in svencontra2hl_1b (try not sending origin/velocity/etc.)
- don't need to precache weapon sounds that are client side and played with events?
- health chargers timer resets when used while empty
- health charger sharing isnt equal (depends on fps?)
- a multisource with no triggers but with a global state is off by default in hl but not sven?
- inventory rules for trigger_hurt should also apply to func_Water
- use LD m16 model found in stalklab map
- breakable directional gibs is a little exaggerated
- bullet impact sounds shouldnt be heard outside of pvs
- animation + sound for switching weapons
- shootable buttons are ONLY shootable? update text
- infinite ammo cfg setting for training maps (tfc jumps)
- lag comp for platforming (6doors, sc_tombofdeath_v12-3)
- ripent maps with doors that have targetname with no triggers and also not "toggled". They should just not have a targetname (in sven they act like they don't)
- monster Don't fade corpse is inverted for sven
- SV_FindTouchedLeafs high cpu usage. Probably from lag comp. Can rewind without it? Or at least filter by moving ents
- tor shouldn't boost to infinity and should give up on melee after a few seconds of failing it
- kill feed for nihilanth
- rpg grunt aim at face if player behind cover, or self (sc_royals1)
- grapple not interpolated
- webserver game_text triggeR_vote
- visualization for triggeR_push fields?
- no negative score for killing "bad guys"
- grunts ALWAYS run to cover on first sight, maybe make that less likely, too easy to kill?
- default spawn effects for monstermakers? grunts just re-appear out of nowhere its dumb (but better gameplay for more players)
- voltigore turns too fast
- use sound a little too loud now
- some indicator that a monster spawn was blocked (sparks or failed teleport effect)
- hwgrunt shouldnt spin down when switching targets
- shotgun cocks are too loud, proly every other weapon non-shoot sound too
- beep for full health heal attempt
- replace 556 ammo with 9mm if no weapon uses it
- merge p/w models always (check how svencontra2 did it)
- add new weapons/ammo to merged models
- balance "play everywhere" so they aren't heard in one ear (move them high in the sky above the player)
- mortar velocity differs from sven (desertcircle)
- increase agrunt range (not shooting at assaultmesa ending)
- bullets/shotgun should be able to gib small monsters (headcrab)
- can't barnacle the barnacle
- minigunner spin sound much quieter than windup
- don't say "you lack a required itenm" if it was just used recently
- bullsquid excitement animation too long, too ez to kill it
- gonome/gonome_step1.wav not precached sc_tombofdeath_v12-4 (add proper step sounds+events for the default model)
- grunts crouching to attack which obscures their view and they shoot their cover instead (shocktroop too and everything)
- force players out of the way of scripted sequences (extended, c1a0c)
- add sqknest
- EF_NOINTERP doesn't work (sc_waterworks tunnel trigger getaway_chase) (apache isn't interpolated, so maybe other ents can do the same?)
- right click gauss should gib robos
- warn if no worldspawn entity
- can zoom in with xbow during cutscene
- no weapons assassins easily stun locked with egon or smth
- hwgrunt has trouble targetting things (daikon_warfare1) (isp3 can never even shoot)
- garg should react to being damaged and retarget or just turn around
- female assassin drop gun
- change friendly garg dot color
- warn if spawner is blocked by something and the spawner/mosnter would trigger something
- impact sounds for apache glass/engine (you get really close in thebackdoor)
- warn if trigger_condition has multiple targets for true/false (sven only triggers first found)
- key values like MOVETYPE_SOLID work with changevalue
- grunt speech needs more variety for some things (kills, )
- cvar for isalve revivals (code is already written, just uncomment it)
- maybe have barnacle flip your view so you can't kill it
- looped music restarts when leaving audible range (arcade)
- voltigore beam shouldn't be interruptable (eastbase1 behind door)
- respawning takes out of camera
- should be able to stunklock agrunts with headshots?
- sometimes not seeing bullet impact effects/blood? packet loss?
- dropping weapon in water doesnt fall slow
- shock doesnt blow up dead robos
- tentacle too much hp and should maybe stay dead (invasion2)
- egon should gib corpses
- spectate afk timer bullies
- hlbugfixed cl_forceteammatesmodels breaks custom models
- crouching on pushable is a lag fest. Test if vanilla hl server also has that problem
- crossbow sniper mode has no impact sound?
- visual feedback for gauss explosion and self-hit logic
- head hitbox for houndeye (oneshot with revolver)
- dropped shotguns give 8/4 ammo not 12
- reload sounds should be quieter for other players
- hud_centerid not centering second line for hp
- tentacle sounds not working outside of hl
- different fall noise for falling on player
- crossbow icon for pitdrone spit and other projectiles from monsters
- turn off status hud after kill
- just call zombie barney/solider "zombie"
- elights + dlights for shock beams and voltibeams
- make all monsters flinch like the alien grunt (20 heavy damage for idle flinching, but less flenching while attacking)
- some indicator that a player is taking timed damage (shock effect for shock hazards too and stuff like that)
- stop cowering from grenade sounds after it explodes
- laser gun in adventure_1 not counting as player kikll
- head hitbox for assassins, zombie grunts, hwgrunts custom models
- shooting grunt interrupts its reload and then it immediately reloads again
- add SCHED_CHASE_ENEMY_FAILED Logic from kingpin to other monsters that have ranged attacks and chase enemies (voltigore)
- play mp3 on connect, not join (it gets reset on join) (can't really, don't know if they have the file yet)
- show respawn timer for inventory items that are waiting to respawn
- black ops should fight hecu
- alien grunts fight race x
- big momma armor should take full damage from shock and displacer and maybe egon
- rpg grunt fire faster (0.5s) and maybe less accurate so you can dodge
- projectiles should go where you aim, rpg laser more responsive(toggle at any time)
- sc_reflux has better snow but can't do sideways scrolling ig
- grunt melee attacked by voltigore in sight but still shooting at me, the lesser threat
- corpse should gib if you die while falling
- points for crushing things with vehicles
- show breakable in kill feed if it gives points
- rejoins should make you lose multiplier, if they've been in the game for X amount of time (not for fastl dicsoncetin)
- don't drop weapon until respawned if map has medkit
- grapple should gib corpse
- late joiners to a series should be penalized (lots of dying in tombofdeath-1 so you get nerfed if you played from map 1)
- should get credit for using a breakable or tripmine to kill something
- use interpolated monster origin for camera targets (pizza_ya_san1)
- option to change blood color other than red/yellow
-1: DONT_BLEED;
0: Monster Default
1: BLOOD_COLOR_RED;
2: BLOOD_COLOR_YELLOW;
3: BLOOD_COLOR_BLUE;
4: BLOOD_COLOR_PINK;
5: BLOOD_COLOR_WHITE;
6: BLOOD_COLOR_ORANGE;
7: BLOOD_COLOR_BLACK;
8: BLOOD_COLOR_DARKGREEN;
- corpse fall slow in water
- suit voice: skip battery message if already a level higher, stop sounds on respawn
- bad guys shouldnt get score from killing each other
- - friendlies not aiming at osprey motors
- update reload time to fit weapon animation for custom models
- custom muzzle flashes/events
- show hud what opens doors, what buttons do, etc. (random shitty mapper logic)
- why do dead players have better collision than corpse?
- dont allow changing some cvars unless special cases (mp_weaponstay, forcerespawn)
- fall damage for monsters
- custom gibs for every monster
- respawn vehicles that leave the map
- try updating richpresence_ vars and scr_connectmsg
- item code deduplication (weapons, ammo, items, weaponbox)
- monster code deduplication for things like damage and death (basemonster, machines, special monsters)
- physics for sentries
- create a million different idle animations to handle sentences for grunts/otis/etc without precaching? (nope, sound plays everywhere with no attenutation)
- turret bezerk death should show skull
- fem assins dont have room to jump away from nade so they flip in-place and go nowhere (sparrows_op_1)
- displacer portal should have max lifetime (one lost all its velocity and never disappeared`)
- add skill settings for things skill cvar affected
- skill cvar for grapple damage, shock beam
- use recent version of gcc (old version auto-includes stdint.h?)
- corpses use wrong model if one player leaves and a new one takes the same slot
hl 25th todo (didn't copy over yet):
- CHalfLifeMultiplay::FShouldSwitchWeapon (cl_autowepswitch) (HLGetNextBestWeapon for singleplayer rules too)
- sv_cheats stuff (i think rehlds handles this?)
- scripted sentence changes for letting buttons or smth speak (scripted.cpp)
- snark anglevectors stuff (what is that for?)
- buster mode + HasPlayerItemFromID
model todo:
- fixup turret textures (chrome triangle has wrong texture, gun brace uses some of the side texture)
- merge op4 grunt models
- merge textures for monsters that split them up too much (rgrunt, most aliens)
- merge v/p/w models (svencontra2 does this with pw_ models. v_ not easily done due to skeleton diffs?)
- merge zombie models
- op4 grunt mp arm isnt blue
design/vision/server todo:
- game_text lore and author comments should be removed from any maps that are meant to be serious
- auto-add env_sound to maps that don't have it? the campaign feels more immersive with it. Almost like a different game.
- hl is meant to be relatively light on combat. no bullet sponges. No insta-respawning enemies
- not knowing what to do in a cryptic map might not be a totally bad thing, considering the alternative is usually grunt spam
- no waiting around for things to happen, like timed horde sections. "something needs to happen every 3-5 seconds" -gaben
new ideas/plugins:
- automatic spawn point change notifications
- keep velocity when jumping off moving platforms (fun feature)
- custom gibs for every monster
- track who progresses the map (50% if only triggering 50% of things), then give boosts or smth if replaying when everyone 100% (encourage helping others learn the map, antirush)
- custom sounds for +USe per model
- cyborg super human item: tells you where to go, nade trajectories, whats about to happen
- dont allow text on crosshairs, force it down
- should be able to comment out or leave line blank in mapcycle, saw blank option in rtv`
- if you leave, then someone else joins which updates the map, then come back, it should update map again (because someone had to play one with 1 day ago play time)
- indexalpha sprites allow recoloring with rendercolor if their color is white
Last updated: 2025/9/19
Reactions are currently unavailable
Metadata
Metadata
Assignees
Labels
enhancementNew feature or requestNew feature or request