harpnetstudios / cardboard Goto Github PK
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Home Page: https://harpnetstudios.com
An in-house engine for some of our games, like Carmine Impact!
Home Page: https://harpnetstudios.com
Many of the current maps feel rather cramped with the current movement meta and speed.
Needed for systems where direct filesystem access or proper editing flow is not viable or not allowed.
Understandable behavior, but should not happen, maybe add a special check for it.
Switching weapon after firing and firing again causes shot packet to be ignored. Potentially fixed in 3052f8d but it still requires testing.
Don't start the match immediately after load, wait until all playing clients are loaded and start a countdown. 5 seconds?
Replace the current placeholder models with ones that will be used, or new placeholders.
Some maps do not have corresponding .wpt
files or are incomplete.
I hate blurry textures and would rather see pixelated ones, personally. I'd like to make it an option, however, as people have their own personal preferences.
Add the ability to display a map instead of a static image as the main menu background
Restore the functionality of changing your name, but only in offline mode.
They have higher precedence than regular binds.
Command could be gamebind <mode> <key> <command>
or something of that nature.
For hosting LAN parties and whatnot, will not verify identity with account services.
I think they might just need to be mirrored?
Will prevent hitching when communicating with the backend.
Download maps from backend-specified location in fpsgame/client.cpp
within changemapserv()
currently jittery if your gamespeed isn't the default
Right now, the closer the color is to white, the less it shows up, with white being completely transparent. This isn't ideal.
Start using GitHub Actions for cross-platform CI instead of AppVeyor.
Ideally this behavior should be changed in some way that doesn't impact the ability to lock the mouse when needed in-game as well as the software mouse.
To make the game actually playable. Random chance of dropping either health or ammo (based on fraggers current stats?)
More data is required about this particular bug, @xnicoleisaloser may have something to add.
This is an issue due to 2 factors:
The way I propose implementing this is to implement the SDL2_ttf extension. That way, a traditional .TTF font can be used by the game to render all text. This will all improve localization efforts, because with the current system, we would need an incredibly massive amount of bitmap font sheets to cover Asian languages.
Allows mappers to prevent cheeses.
It's in pretty bad shape right now. Improve build instructions, link to Steam page, etc.
Bots kinda know how to double jump, but it's hacked together code, it needs to be improved so more maps can be played by bots.
Currently, you are restricted from when trying to connect to a server if you are in offline mode. This should not be the case for offline mode servers, as they shouldn't rely on the account services.
disables idle sound, and makes a strange sound instead.
There are several spawns and points in the map that aren't connected to the waypoints. This causes the bots to get stuck until they get respawned or pushed close enough to the waypoints.
Would be good to have the network protocol documented so that changes and additions can be effectively communicated.
Spawn weighting no longer works as intended, seems to spawn players wherever it feels like.
Likely will be a two step process, first we gotta rewrite the old fixed pipeline OpenGL code into modern OpenGL spec, and then probably rewrite from there to use bgfx.
This is a long-term project.
Team modes incorrectly spawn players at FFA spawns
Causes health bar to bug out on client side, and server does not acknowledge player position or health.
Current documentation is outdated and ugly, as well as difficult to maintain. Transition to a cleaner solution, maybe something using Jekyll and Markdown, and update the docs to reflect all current changes.
Could be some max particle count rendering thing?
Right now it activates CI every time a commit is pushed to master, should only be running CI if code changes.
Speedrun clock for parkour/race modes, among other features.
Some references:
https://www.reddit.com/r/speedrun/comments/7dt0rh/gamedev_looking_for_speedrunner_advice/
https://forum.speeddemosarchive.com/post/what_features_should_a_developer_put_in_their_game_for_speedrunners.html
https://kb.speeddemosarchive.com/Making_your_game_speedrunner-friendly
rn you can join a server with infinite health and fire rate in modded client, you should add checks for that
If you insist on making a standalone game based on Cube 2, do realize that only the sourcecode is yours to use freely (if you abide by the ZLIB license, see below), while the media is not. You can't simply redistribute the entire package with your modified files, as the majority of game media is not yours to use freely (it is made by many authors with a variety of licences and copyright restrictions). Unless you have explicit permission from the authors, or the readme says explicitly "may be used for any purpose" or similar language, it will be illegal to include in your standalone game based on the engine (you may not assume that just because a file has no explicit license, that it is free of copyright). Therefore, if you wish to produce a standalone game, be prepared to make many of the maps, models, textures, sounds etc from scratch yourself.
The lower part of the stone side on retrograde is missing waypoints in half the section.
Replace the current very overpowered melee with a swinging weapon (sword/bat/etc)
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