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OpenAG: Updated client.dll for Adrenaline Gamer; Bugfixes, linux support, new features.
Topic Started: Jun 19 2016, 06:25 PM (13,792 Views)
Tridz
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HARDSTYLE
Oct 2 2016, 08:15 AM
Can i suggest some things?
1.Pin this and remove the pin for the bitcoin server because its not alive (too much pinned stuff)
2.Maybe try to add this mod in Steam?
I agree with too much pinned stuff. Maybe collect the links of those important pinned stuff and put them inside 1 pinned topic.
Edited by Tridz, Oct 2 2016, 09:06 AM.
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HARDSTYLE
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Tridz
Oct 2 2016, 08:46 AM
HARDSTYLE
Oct 2 2016, 08:15 AM
Can i suggest some things?
1.Pin this and remove the pin for the bitcoin server because its not alive (too much pinned stuff)
2.Maybe try to add this mod in Steam?
I agree with too much pinned stuff. Maybe collect the links of those important pinned stuff and put them inside 1 pinned topic.
That works too
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The_Falcon
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I just tried OpenAG for the first time. Things that are noticed are missing and I'm used to them:

- The mini scoreboard on the top left corner (cl_scores 2)
- The current weapon sprite on the bottom (hud_weapon 1)
- cl_forceteam doesn't appear as a suggestion when you start typing. I only got cl_forceteam_list and cl_forceteam_remove, and had hard time actually typing just cl_forceteam, because pressing space made it autocomplete to other ones.
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.Executλble
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Hey, a quick update on some stuff. There wasn't any developement lately due to YaLTeR being busy, but I have one thing that I was considering adding to OpenAG with the next update, and I want to hear your opinion on it whether it should be included or not.

It's about adding an option to enable/disable visual weapon view punch when shooting. Some arena FPS games like QuakeWorld, Quake Live and Reflex already have something like this (if you played it you probably noticed you can have no viewpunch when shooting and Reflex doesn't have any at all). Makes shooting feel really nice and smooth without the viewpunch.

I made a video to show what I'm talking about and how it compares to the default (vanilla) setting.



The recoil is still there, so it doesn't remove it (as you can see the bullets are all over the place when I shoot the MP5 or shotgun), it just makes it so you don't see it.

But yeah, let me know what you think.

edit: Oh and, if you want, come talk in the AG discord, we have a channel dedicated to AG development there so we can discuss it much easier.
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YaLTeR
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Join the AG discord we made to discuss stuff in a more convenient way: https://discord.gg/BQ6AEnE (this is that same server exec made a thread about).
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toX
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good idea, back when HLDM Pro was in development it also had the viewpunch removed. Feels much better to play that way
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HARDSTYLE
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Kinda like cheats,but its not like we dont have any cheaters.So if you ask me:
Add it !
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Olaf
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Olaf Millan the Adrenaline Gamer whiieesperur
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:D
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toX
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HARDSTYLE
Dec 4 2016, 07:17 PM
Kinda like cheats,but its not like we dont have any cheaters.So if you ask me:
Add it !
Lol right.

Quote:
 
good idea, back when HLDM Pro was in development it also had the viewpunch removed. Feels much better to play that way


Going back to my post, I was under the impression this was about AG 7.0 but just realized it's about the updated client.dll.
In this case I agree with hardstyle, that's giving those players that use the updated client.dll an unfair advantage over others that don't use it, kinda like 4itz.
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.Executλble
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Well OpenAG kinda aims to become AG 7.0 in the future, we have some big updates planned, we'll see how far our motivation gets us though.
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Vryndar
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toX
Dec 4 2016, 10:51 PM
HARDSTYLE
Dec 4 2016, 07:17 PM
Kinda like cheats,but its not like we dont have any cheaters.So if you ask me:
Add it !
Lol right.

Quote:
 
good idea, back when HLDM Pro was in development it also had the viewpunch removed. Feels much better to play that way


Going back to my post, I was under the impression this was about AG 7.0 but just realized it's about the updated client.dll.
In this case I agree with hardstyle, that's giving those players that use the updated client.dll an unfair advantage over others that don't use it, kinda like 4itz.
"Advantage", would have been the case should this actually grant advantage in the first place. However, it doesn't and never will. You could argue that the visual kick makes it "easier" to see since there's less distraction, just like disabling viewmodel or viewbobbing, changing playermodels or textures to make it easier to see rather than the default content, or increasing your field of view. But still that kick has no impact on where your actual crosshair is and where the bullets/projectiles go, so disabling the viewkick is only a visual preference that would make it a more smooth setting. And if you don't want it you're not missing out on anything because it would be on and off toggle. Which was basically the reason why it was brought up in the first place, like the recent 144 FPS change for higher refresh rate monitors. Besides the point of just that feature being added, there's no reason not to use OpenAG, I'd understand if this was changing the way the game was played, but it isn't, and that's not what OpenAG is about anyway.
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.Executλble
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Just to clarify what I meant with OpenAG becoming AG 7.0, is that OpenAG should be treated like a very early beta of AG 7.0, so all of these "new" features that we want to see in 7.0 should be added now instead of being considered as an exclusive advantage for OpenAG users over those who are still using the vanilla 6.6 client.

OpenAG is easily accessible and available to everyone, so everyone should upgrade to it at some point, just so that everyone is on the same boat.

As of now you can treat it as a clientside part of AG 7.0, and that allows it to be backwards-compatible with the currently existing servers. If we made a new mod that's similar to AG but with new features and called it AG 7.0, I doubt many people would switch, let alone move/make servers for it. It could be the solution, but it would split the community. Who knows how long this development will take before all features are added and are working. I'm really not sure what's the best way to do it, honestly.

But eventually when there's a need to update the servers for some 7.0 feature, we can make the switch and make it so that the 6.6 users need to upgrade in order to play (although it's probably still possible to just let them keep playing on these new servers too, but 7.0 players will inevitably have some advantage because of the new features that might be added to it. Kinda like it is now.)
Edited by .Executλble, Dec 5 2016, 05:09 PM.
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izzo
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.Executλble
Dec 4 2016, 06:10 PM
Hey, a quick update on some stuff. There wasn't any developement lately due to YaLTeR being busy, but I have one thing that I was considering adding to OpenAG with the next update, and I want to hear your opinion on it whether it should be included or not.

It's about adding an option to enable/disable visual weapon view punch when shooting. Some arena FPS games like QuakeWorld, Quake Live and Reflex already have something like this (if you played it you probably noticed you can have no viewpunch when shooting and Reflex doesn't have any at all). Makes shooting feel really nice and smooth without the viewpunch.

I made a video to show what I'm talking about and how it compares to the default (vanilla) setting.



The recoil is still there, so it doesn't remove it (as you can see the bullets are all over the place when I shoot the MP5 or shotgun), it just makes it so you don't see it.

But yeah, let me know what you think.

edit: Oh and, if you want, come talk in the AG discord, we have a channel dedicated to AG development there so we can discuss it much easier.
I dont think so it is a good change ... dont know any fps game where sth like this is allowed . Recoil is totaly off - lol, this is not a bug, only part of the game .... learn how to play with it ! not how to restrict it.....


For me this option give to much adventage especialy on distace fight
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.Executλble
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I never said this was a bug, only a new feature to add if you guys liked it, cos other Arena FPS games (like I mentioned QW, QL and Reflex) have an option to do this. It doesn't remove the recoil so no advantages here.

Anyway, I'm not going to include it just yet, since many of you guys seem to dislike it/have negative opinions on it.
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sword
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interesting option
can you make it not client but server side cvar ?
so this feature will be called by vote or a certain mode and work for all players, not only for those who use openag client
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.Executλble
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It's probably possible to make it so that you need a serverside setting before you can use it, but I don't think it will work for those using the 6.6 client, they will still have to upgrade to OpenAG
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Olaf
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Olaf Millan the Adrenaline Gamer whiieesperur
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I don't mind about that feature eitherway.
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toX
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Vryndar
Dec 5 2016, 03:47 PM
toX
Dec 4 2016, 10:51 PM
HARDSTYLE
Dec 4 2016, 07:17 PM
Kinda like cheats,but its not like we dont have any cheaters.So if you ask me:
Add it !
Lol right.

Quote:
 
good idea, back when HLDM Pro was in development it also had the viewpunch removed. Feels much better to play that way


Going back to my post, I was under the impression this was about AG 7.0 but just realized it's about the updated client.dll.
In this case I agree with hardstyle, that's giving those players that use the updated client.dll an unfair advantage over others that don't use it, kinda like 4itz.
"Advantage", would have been the case should this actually grant advantage in the first place. However, it doesn't and never will. You could argue that the visual kick makes it "easier" to see since there's less distraction, just like disabling viewmodel or viewbobbing, changing playermodels or textures to make it easier to see rather than the default content, or increasing your field of view. But still that kick has no impact on where your actual crosshair is and where the bullets/projectiles go, so disabling the viewkick is only a visual preference that would make it a more smooth setting. And if you don't want it you're not missing out on anything because it would be on and off toggle. Which was basically the reason why it was brought up in the first place, like the recent 144 FPS change for higher refresh rate monitors. Besides the point of just that feature being added, there's no reason not to use OpenAG, I'd understand if this was changing the way the game was played, but it isn't, and that's not what OpenAG is about anyway.
I know how all of this stuff works, but thanks anyway for that detailed post I guess. Lol
I was obviously refering to the visual kick. It does and always will provide an advantage if you play without a visual knockback, especially with consecutive shots as the target is way easier to trace, i.e. with the 9mmar.

HLDM Pro which Julien and me were working on had this viewkick disabled and it did make a huge difference.
Don't get me wrong, I actually prefer it that way as the game feels much smoother without it but it IS gonna be a disadvantage for players that don't use it, and I highly doubt openAG has reached out to every single ag player yet.
Edited by toX, Dec 11 2016, 07:17 PM.
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Vryndar
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toX
Dec 11 2016, 07:16 PM
Vryndar
Dec 5 2016, 03:47 PM
toX
Dec 4 2016, 10:51 PM
HARDSTYLE
Dec 4 2016, 07:17 PM
Kinda like cheats,but its not like we dont have any cheaters.So if you ask me:
Add it !
Lol right.

Quote:
 
good idea, back when HLDM Pro was in development it also had the viewpunch removed. Feels much better to play that way


Going back to my post, I was under the impression this was about AG 7.0 but just realized it's about the updated client.dll.
In this case I agree with hardstyle, that's giving those players that use the updated client.dll an unfair advantage over others that don't use it, kinda like 4itz.
"Advantage", would have been the case should this actually grant advantage in the first place. However, it doesn't and never will. You could argue that the visual kick makes it "easier" to see since there's less distraction, just like disabling viewmodel or viewbobbing, changing playermodels or textures to make it easier to see rather than the default content, or increasing your field of view. But still that kick has no impact on where your actual crosshair is and where the bullets/projectiles go, so disabling the viewkick is only a visual preference that would make it a more smooth setting. And if you don't want it you're not missing out on anything because it would be on and off toggle. Which was basically the reason why it was brought up in the first place, like the recent 144 FPS change for higher refresh rate monitors. Besides the point of just that feature being added, there's no reason not to use OpenAG, I'd understand if this was changing the way the game was played, but it isn't, and that's not what OpenAG is about anyway.
I know how all of this stuff works, but thanks anyway for that detailed post I guess. Lol
I was obviously refering to the visual kick. It does and always will provide an advantage if you play without a visual knockback, especially with consecutive shots as the target is way easier to trace, i.e. with the 9mmar.

HLDM Pro which Julien and me were working on had this viewkick disabled and it did make a huge difference.
Don't get me wrong, I actually prefer it that way as the game feels much smoother without it but it IS gonna be a disadvantage for players that don't use it, and I highly doubt openAG has reached out to every single ag player yet.
If you're aware of that the visual kick doesn't actually move your "real" crosshair or where your bullet will go, then the visual kick does not make it harder or easier, knowing that you don't need to account for the kick for the bullets to go straight. I can see how it's easier for someone who's learning though, absolutely. But I think it should stay as it always has been, I tried it out with exec for a bit and I later on realized that it was changing a core design-part of HL and I don't think that's what OpenAG is about anyway.

My point was just that, comparing it to actual "advantages" which players can already do freely (Like you can already switch out playermodels that are far easier to spot to your preference, and if said opponent refuses to switch from a custom model, you have the forcemodel command, that is also in a way, an advantage from someone who don't have OpenAG.). Same thing where as this wouldn't be an advantage if it was accepted and useable, and changes nothing realistically since you have to aim just as much, only with less noise/distraction. But yes, consecutive shots on the higher kick weapons absolutely had the biggest difference there, like the 357.

I don't mind it not being implemented, afterall it was just a suggestion and since now there's the chance to change things if wanted (OpenAG in mind), why not discuss them in detail? :D
Edited by Vryndar, Dec 11 2016, 11:38 PM.
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Olaf
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honestly the hl1 characteristics is with the visual kick, the visual kick is part of the sensation for me that I seek in gaming.
could see a pro mod to have this disabled.

Objectively I think it is more fair if everyone has this disabled because it evens out the playing field.
Sure this removes the visual kick only wheres others get more assistance (visual + recoil reduction) sorry I had to point it out there. :p It might be a stupid idea to bring this up but hej it is an argument for this kind of change :p
on realistic level I agree with rayvex which is if this becomes AG7.0 it is a better time to bring this feature up and implant it around then.
because not everyone has OpenAG client yet.
yeah the feature does not remove recoil so there is no actual advantage.
However by just removing the visual aspect it can be considered as "advantage enough" which I defiantly can see why and agree with.
so I think try this feature again around that time :-)

Thanks for clearing up that the feature does not remove recoil as it visually suggests..
can see that the confusion could easily be made there.

Onto the next thing, keep up the good work.
Edited by Olaf, Dec 12 2016, 05:44 PM.
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YaLTeR
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New update! Grab it at http://openag.pro/.
If you are around in the Discord server this doesn't contain much new stuff from the latest experimental build.

- Added the GL crosshairs. This is a fully customizable sharp crosshairs not based on any sprites.

- Added packet loss indicator to the scoreboard.
- Added the timeout HUD element.
- Added overtime support to the timer HUD element.
- Added the sudden death HUD element.
- Removed the "Press DUCK for Spectator Menu" message.
- Fixed the spectator colors in the scoreboard.
- Fixed the ladder movement lag while ducked.
- Fixed the append spam on demo playback.
- Fixed some crashes on malformed team name.
Edited by YaLTeR, Feb 9 2017, 08:20 PM.
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.Executλble
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The custom crosshair is probably one of the best things to happen to this game :D

Just wanted to point out that there's a known bug with the crosshairs for people with AMD graphics cards/drivers.
If you use an odd value for crosshair thickness, the lines will "snap" into wrong places, making the crosshair look weird. This is due to AMD rounding the lines incorrectly when they're drawn between pixels (at odd values), whereas Nvidia will just make the line 2px.

To avoid this, just use even values until AMD fixes it (although the question is IF they'll do anything at all).
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Drax
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Haven't heard about Openag since i stopped playing in 2011 and just started, with your reply to my thready i can say that impessive work has been done, really appriciate it, well made :)
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YaLTeR
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Would make sense for this to be pinned in my opinion.
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HARDSTYLE
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I agree
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