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WIP: Movement speeds and footsteps at parity #373

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@Rainyan Rainyan commented Jun 16, 2024

This PR is not ready yet.

Fix #275
Fix #363
Fix #435

Adjusting both the movement speeds and the step thresholds, because they depend on each other and both need adjusting to be parity.

Data

WIP

Legend

": identical
❌: un-fixed large mismatch
✅: fixed large mismatch

Speed values in ups (engine units/second)

These are eyeballed using cl_showpos, carrying the lightest possible weapon encumberance (wep. speed scaling of 1.0, i.e. knife or similar), to 2 decimal points accuracy.

Data

ups original rebuild notes
recon, walk 127.5 127.53
recon, run 170 "
recon, sprint 229.5 226.61
recon, duck 127.5 127.53
recon, duck+sprint 172.13 N/A
recon, duck+walk 95.63 95.67
ups original rebuild notes
assault, walk 102 102.03
assault, run 136 "
assault, sprint 217.6 "
assault, duck 102 102.03
assault, duck+sprint 163.2 N/A
assault, duck+walk 76.5 76.53
ups original rebuild notes
support, walk 102 102.03
support, run 136 "
support, sprint N/A N/A
support, duck 102 102.03
support, duck+sprint N/A N/A
support, duck+walk 76.5 76.53

Weapons speed scaling

  • Using knife speed as baseline.
  • Expressed as fractions of 136 (assault non-sprint run speed) when value != 1.
  • At full parity in this PR, except for the oddballs hl2pistol, mp5 which are currently unavailable as per Disable spawning HL2 guns #192 .
wep. modifier original rebuild (before PR) rebuild (after PR) notes
aa13 116/136 " "
ghost 1 " "
grenade 1 " "
hl2pistol 1 N/A "
jitte 128/136 " "
jittescoped 128/136 " "
knife 1 " "
kyla 1 " "
m41 116/136 " "
m41l 116/136 " "
m41s 116/136 " "
milso 1 " "
mp5 1 N/A "
mpn 1 " "
mx 116/136 " "
mx_silenced 116/136 " "
pz 108/136 " "
remotedet 1 " "
smac 128/136 1 128/136
smokegrenade 1 " "
srm 1 " "
srm_s 1 " "
srs 116/136 " "
supa7 112/136 " "
tachi 1 " "
zr68c 128/136 " "
zr68l 116/136 " "
zr68s 124/136 " "

Rainyan and others added 30 commits August 1, 2020 20:00
Fix an issue that would fire stray bullets apart from the spread pattern occasionally
Fix an issue where a leaned player could clip their camera through walls on certain situations due to hull minsmaxs mismatch.
Fix reload not playing clientside whilst crouching.
Fix crouched reloads cycling at incorrect rate and improve the jump detection
See createallprojects scripts for determining whether to build the pbk in
This fixes an issue where it was possible to get stuck into walls by jumping at them in certain ways
Override the base class primary attack, needs proper dryfire behavior still
nullsystem and others added 24 commits May 31, 2024 18:50
…en sprinting (NeotokyoRebuild#317)

* Refactor the knife to use NEOWeapon + run viewmodel
* Refactor around functionalities that uses the knife
* removed unnecessary stuff
* refactored the class a bit
* this isn't C99 so the void isn't necessary
…ion (NeotokyoRebuild#320)

* Make the compass HUD closer to OG:NT style
* closer to OG:NT fade styling, add fade for neo_hud_childelement func
* Made visuals adjustable through HudLayout.res
* Stronger fade, use font dimension for box instead
…ix index duplicate names (NeotokyoRebuild#266)

* Client-side neo_name, chat use neo_name, etc...
* fix some usages, handle notifier on clientchange
* Do not notify if client is new
* cl_fakenick - filter out neo_name if don't want to
* Fix convar usage by doing client->server->client set
* Duplicate name checker index postfix thing
* Fix flawed logic regarding client want to see neo_name or not
* Make damage info use neo_name, refactor AttackersTotals struct
* variable rename
* modern c++ atoi
…mo display being to bright (NeotokyoRebuild#315)

* positions of elements calculated when resolution changed or initially.

* Agiel Hud

* using steam avatars for players, class icon and health drawn below user avatar, also fixed ammo bullet count to be more readable

* illegal method name

* move delete m_pImageList to deconstructor, call deconstructor for gameeventguielement again, remove unused variable, flatten UpdatePlayerAvatar, only call UpdatePlayerAvatar once per second, use localPlayerTeam, wrap drawing healthbar in brackets

* Freeze time not a prefixstr
* Probably fixed cloak sound server side?
* Use not 2D version
* Instead use rain's suggestion to change it to using
  `DECLARE_HUDELEMENT` directly
Show Steam avatars on scoreboard and highlight local player.
…NeotokyoRebuild#327)

* Decouple viewmodel FOV, left/right toggle, draw toggle
* neo_viewmodel_fov_offset used for viewmodel offset instead
* in-code ghost marker animation

* apply to different colours too

* set colour once

* disable hot reloading on windows

* increase default scale factor
* Set scoped weapon zoom to a single fov value that matches the fov in the base game when using an aspect ratio of 4:3 (probably the only reason you can see more in the base game at different aspect ratios is the stretching of the scope texture)

* zr68-l zoom separate to srs zoom

* define zoomAmount in one spot

* Read fov from file

* unscoped weapons fov dependant on neo_fov

* server implementation same as client
Need to specify the dir to execute the file, at least for some terminals.
* colourful healthbars, combine rounds won with center box

* do this calculation once per update

* we like consts

* enemy pictures get outlines too

* specify alpha in monochrome
* Changed from static variable to class's member variable
* Reset pointer if new scheme changed
* Also checked to make sure the score still goes up with team wins switching back and forth resolutions
* Tested on Windows + Linux, loopback + dedicated
- Added server instructions for linux server ops
- Additional corrections/edits
…ng the project (NeotokyoRebuild#349)

* Generate build date + hash to the main menu on building the project
* Should see: `Generating [ROOT]/neo/mp/game/neo/resource/GameMenu.res, ALL`
  on using ninja build system (which VS2022 and Qt defaults to for me)
* neo_version - Print preproc build details to console
* This basically expands the cmake preproc usage over to C++ also
* GameMenu preproc res expanded to include OS also
* Add build hash to HUD
Draw the short git hash to in-game HUD. This helps with identifying
build screenshots out of context, if for whatever reason the accurate
build info is not available.
* Truncate git hash to 7
* Enforce git, not optional
---------

Co-authored-by: Rain <Rainyan@users.noreply.github.com>
@Rainyan Rainyan changed the title WIP: Footsteps at parity WIP: Movement speeds and footsteps at parity Jun 16, 2024
@Rainyan Rainyan linked an issue Jun 28, 2024 that may be closed by this pull request
@Rainyan Rainyan closed this Jul 1, 2024
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