Difference between revisions of "Source Feature Requests"

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Other possible 'cheap' solution would be to enable multiple [[shadow_control]] entities in a map, one per area separated by area portals.  In this way, a map with strong directional daylight in outdoor areas could use straight down shadow controllers in indoor areas to reduce the jarring appearance of indoor shadows.
 
Other possible 'cheap' solution would be to enable multiple [[shadow_control]] entities in a map, one per area separated by area portals.  In this way, a map with strong directional daylight in outdoor areas could use straight down shadow controllers in indoor areas to reduce the jarring appearance of indoor shadows.
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'''Addition''' Allow your own '''player shadow''' to be visible to you. At the moment you cannot see where the shadow is cast however your enemy can - big advantage in some cases.
  
 
===Parallax===
 
===Parallax===

Revision as of 15:45, 23 May 2006

This page is about things happening in-game.

For bugs (only) concerning things occurring while using the SDK, see Source SDK Bugs.

For things happening while using the Hammer editor, see Hammer bugs and Hammer Feature Requests.


If you think something is not intended to function like it does, post it in the Bug Reports section.

If you think something is intended to function like it does, but you are still not satisfied with it, post it in the Feature Requests section.


Feature Requests

General

sv_autosave

sv_autosave should disable map-specific autosaves too.

Progress bar

Better progress bar for bzip2ed fast map downloads.

Addition Add a percentage complete display? Also do not make the progress bar wrap many times (make 100% the end).

Graphics

Dynamic shadows handling

Better handling of dynamic shadows to prevent shadows in indoor spaces being cast in inappropriate directions for lighting conditions. Either enable dynamic shadows to be cast by light sources other than light_environment, or institute 'fallback' diffuse shadow directly under object if not directly lit from sky light. This would require a trace along the vector of the light_environment angle to see if it hits a skybox texture, but would at least prevent the situations we get where indoor shadows are falling in completely the wrong direction.

Other possible 'cheap' solution would be to enable multiple shadow_control entities in a map, one per area separated by area portals. In this way, a map with strong directional daylight in outdoor areas could use straight down shadow controllers in indoor areas to reduce the jarring appearance of indoor shadows.


Addition Allow your own player shadow to be visible to you. At the moment you cannot see where the shadow is cast however your enemy can - big advantage in some cases.

Parallax

Adding parallax mapping or relief mapping to the source engine would be nice. Or an explanation why it hasn't been implemented.

Mirrors

The ability to create mirrors in Source would be great. Something similar to the ones used in Doom 3 would suffice.

More Skybox control

The ability to change the settings of a 3D Skybox (namely its texture) would be benificial. I'm unsure of the best way to achive this. Changing the sv_skyname in the console does not actually change the sky texture even after trying mat_reloadtextures or mat_reloadmaterial.

Audio

Better music support

Better support for music, including:

  • Ability to mark a sound as music regardless of the format.
  • OnFinishedPlaying output to cleanly loop a sound.
  • Fade in and fade out effects (in a map entity).

Soundcache

Proper soundcache explanation, please!

Soundscape creation tool

Soundscape creation tool with realtime preview.

Sound sample previews

First of all, it would be good if you could preview button sounds instead of choosing them from a list and testing them each in-game.

Second of all, I'd like to be able to play looping sounds using the loop, so that I know which ones are looped and which are not, and how they sound looped. You could add a Stop button to prevent a loop going on forever.

Code/Scripting

Improved chapter system

Improved chapter system, ideally with only one file (plus any images) to worry about!

GCF priority for HL2:SP

I'd like to have custom content have priority over the Half-Life 2 GCF files. For example I'd like to be able to add custom sentences to a custom hl2/scripts/sentences.txt file without having to create my own mod for that. The GCF overriding custom material is apparently unique to HL2:SP. Even Lost Coast lets custom content have priority over the GCF. --Andreasen 05:40, 3 Apr 2006 (PDT)

Annoying as that is, it's pretty easy to create your own mod for HL2:SP - have a look at MINERVA as an example, and feel more than welcome to rip it apart and convert into something new with a search-and-replace on the word 'MINERVA'. It makes the final mod much easier to distribute, install and remove as well, as it's a single folder in SourceMods rather than many files scattered through HL2's directories... —Cargo Cult (info, talk) 07:14, 3 Apr 2006 (PDT)

Entity and brush behavior

Teleport

The current trigger_teleport isn't teleporting thrown grenades or weapons, it is even (to my understanding) impossible to set a filter to allow hegrenade_projectile, weapon_hegrenade, or weapon_glock entities, The filter or trigger_teleport ignores these entities.

Multiple Fog Controllers

It would be helpful to have more than one env_fog_controller allowed in a map. The current work around is the use of triggers in conjunction with a point_clientcommand that changes the values of many settings; fog_color, fog_colorskybox, fog_enableskybox, fog_end, fog_endskybox, fog_override, fog_start, fog_startskybox. I propose an enable/disable function (plus 'start disabled' flag) added to env_fog_controller to allow triggering between each.

Physics

There does not seem to be a simple way to adjust internal unit scale and physics in the source code in a similar way to HL1 (hull.txt). Changing the values in vphysics_interface.h do not seem to have a visible effect in game. Without this models adjusted for 0.16 scale will not have accurate physics.

Poison Damage

Getting bitten by a black headcrab isn't dangerous even if you're not wearing a HEV suit. The damage is mysteriously healed anyway. I would like it if poison damage is only healed/non-lethal if the player is wearing a HEV suit.

Improved chapter unlock entity

Entity to trigger chapter unlock without re-locking later ones.

This can be done using the incrementvar command, as demostrated here.- RodeoClown 05:01, 26 Apr 2006 (PDT)

Mapping

See Hammer Feature Requests for tool enhancements.

Give us Steam VGUI

It'd be a great advancement in modding if the Steam vgui2 interface was made public as well as overriding the vgui2 dll.

Displacements

Add the ability to use displacements on triangular faces.


Bug Reports

Entity and brush behavior

prop_door_rotating custom hinges

Moving the hinge (by altering the axis keyvalue) of a non-standard prop_door_rotating (like a models/props_wasteland/interior_fence001g.mdl fence door) has no effect. The door will open in the middle. --Andreasen 11:11, 20 Mar 2006 (PST)

func_door wont stop looping

If the Loop Moving Sound? keyvalue for a func_door is set for a sample with an already built in loop, the sample will not stop looping. Further attempts to open or close the door will only add another looping sample to the noise. --Andreasen 07:50, 16 Mar 2006 (PST)

func_details are disappearing

Surfaces on thin func_details (about 2 units thick) is disappearing in-game, even at close distances. This can be especially annoying when it comes to signs. --Andreasen 07:50, 16 Mar 2006 (PST)

npc_snipers and info_snipertargets

  • When an npc_sniper is shooting at an info_snipertarget that is parented to something else, the dot will land on target but the bullet fired will always travel backwards at a fixed direction, no matter where the target is. (This direction might change slightly between compiles.) --Andreasen 19:43, 12 Feb 2006 (PST)
  • When an npc_sniper is issued the SweepGroupRandomly input, the sniper will continue firing at these targets until an NPC interrupts him. Is it supposed to work like that? --Andreasen 19:43, 12 Feb 2006 (PST)
  • If the info_snipertarget entity doesn't have its Shoot Me flag set, Source crashes with the "memory could not be 'read'" error when a sniper is told to sweep it and has landed its beam on the target. This bug is reproduceable for me. --Andreasen 00:22, 12 Feb 2006 (PST)

Block LOS not working

  • The Block LOS tool texture (tools/toolsblock_los) doesn't work anymore for me. In my HL2SP map combine soldiers can see right through a brush with this texture, and this brush also blocks light (but at least it is invisible). --Andreasen 19:49, 10 Feb 2006 (PST)
    • It is happening to me also Davlevels 06:11, 26 Mar 2006 (PST)

env_beams

Damage of env_beams is acting really strange when emitted from a solid func_brush. When the Life of the beam is set higher than 1, the starting point and "collision" area of the func_brush is never updated between map compiles. This area doesn't affect the player or item collision, but it does affect the beams area of damage. If the Life is set above zero, then the area of damage becomes even more irregular, and will only hurt the player and prop_physics (and probably other stuff) sometimes. The func_brushs first "collision" area will also interfere with other env_beams. This bug is easily reproducable. --Andreasen 19:37, 5 Feb 2006 (PST)

Ragdolls & Door Props

  • Expected: prop_door_rotating entities do not interfere with clientside ragdolls collisions.
  • Observed: Clientside ragdolls seem to be clipped to the closed position of prop_door_rotating entities. This applies to any position doors are opened to.
  • ts2do

env_smokestack

  • env_smokestack some time after they start releasing smoke the smoke stops to be released. Also, when you look away from the smoke it stops to release the smoke and starts again to release it when you look at it. Davlevels 06:16, 26 Mar 2006 (PST)

Volume inputs

I apologize if I'm mistaken, but the more I experiment with ambient_generic, the more I suspect that the sound actually playing on Volume inputs is a bug, mostly because this type of play doesn't register as playing, so a StopSound input won't be able to stop a sound started through the Volume input, but also because the Volume input isn't affected by the Is NOT Looped flag. The Volume input was probably meant to adjust the sound volume without playing the sound.

Static Prop Decals

Decals on static props do not render as wireframes when mat_wireframe is enabled—ts2do 20:17, 22 May 2006 (PDT)

Commands

status command

  • Observed: The spacing between the version and the colon for the status string is offset from the other lines:
hostname:  Half-Life 2
version   : 1.0.1.0/7 2651 insecure 
map     :  d3_c17_01 at: -6857 x, -1414 y, 64 z
players :  1 (1 max)

# userid name uniqueid connected ping loss state adr
#  1 "name" UNKNOWN 03:04 71 0 active loopback

Materials

Materials

On blended materials, it seems that "$basetexturetransform" scale affects both "$basetexture" and "$basetexture2", while "$basetexturetransform2" scale doesn't do anything.

Blend Test by X^18

VGUI

Window Docking

  • Observed: Windows in Source dock to hidden panels if docking is enabled in SourceScheme.res.
  • ts2do

Official Mods

Day of Defeat: Source

game_text

  • Observed: game_text does not show up in-game
  • El Capitan

Clip textures

  • Observed: Clip textures make metal footsteps sound when walked over!
  • El Capitan

Models

Model Shadows

Translucency

  • Shadows cast from models always cast the shadow of the first skin. This means, if varying translucency is introduce into a skin set, only the first skin's shadow will be rendered.
  • ts2do

Miscellaneous

HL2MP Mod localization

  • Observed: Custom content is not loaded, this includes weapon sounds, startup vids, menu music and resource scripts.
  • TAz00