Thread: [METAMOD] Semiclip For SvenCoop

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  1. #1
    begadang jangan begadang =_= anggara_nothing's Avatar
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    [METAMOD] Semiclip For SvenCoop

    OUTDATED, USE ANGELSCRIPT VERSION INSTEAD
    https://forums.svencoop.com/showthre...IN-AN-Semiclip

    [Warning] This may break some maps. Use at your own risk!

    Hello,
    I fixed a counter-strike's semiclip to works with svencoop 5.0
    Original author : s1lent & joaquimandrade (https://forums.alliedmods.net/showthread.php?t=250891)

    Windows binary compiled with VS 2015.
    Linux binary compiled in Ubuntu with GCC.

    Download binaries.
    Download source.
    Last edited by anggara_nothing; 28-02-2018 at 04:54 AM.

  2. #2
    Not in the circlejerk S. H. Lynx's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    I implemented this in my server, and it works great! Players can also use cl_solid_players 0 to prevent "bumping" while passing through other players. (movement through players will be smoother)

    Boosting also works with this plugin.

    Servidor Hispano de Sven Co-op

    Current HN: Luces en Babel / Babylon (Steam) - I no longer use S. H. Lynx on my work.
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  3. #3
    begadang jangan begadang =_= anggara_nothing's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Quote Originally Posted by S. H. Lynx View Post
    I implemented this in my server, and it works great! Players can also use cl_solid_players 0 to prevent "bumping" while passing through other players. (movement through players will be smoother)

    Boosting also works with this plugin.
    Thanks for the feedback

  4. #4
    Banned Solokiller's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Based on what i've seen in this code you'll end up with players getting crushed if they're standing inside eachother when a moving entity tries to move in the direction they're in. That's what we experienced while doing something very similar.

  5. #5
    begadang jangan begadang =_= anggara_nothing's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Quote Originally Posted by Solokiller View Post
    Based on what i've seen in this code you'll end up with players getting crushed if they're standing inside eachother when a moving entity tries to move in the direction they're in. That's what we experienced while doing something very similar.
    Well sometimes not. What i understand about the code, it patches SV_ClipToLinks to handle with moving entities like momentary_door & func_door_rotating.

  6. #6
    Banned Solokiller's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    I'm not seeing any references to SV_ClipToLinks. Given that this problem is in the engine, any such fix would require the engine to be modified. Doing that by modifying the binary is a very bad idea.

  7. #7
    begadang jangan begadang =_= anggara_nothing's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Quote Originally Posted by Solokiller View Post
    I'm not seeing any references to SV_ClipToLinks. Given that this problem is in the engine, any such fix would require the engine to be modified. Doing that by modifying the binary is a very bad idea.
    It's in mem_parse.cpp, line 128.
    Well i had little experience about c++, just trial and error and suddently it works.
    It patches in memory, not directly into .dll/.so

  8. #8
    monster_robogrunt Zorbos's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    This works wonderfully. Thank you for your efforts Anggara!

  9. #9
    Administrator AdamR's Avatar  
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    Re: [METAMOD] Semiclip For SvenCoop

    Quote Originally Posted by anggara_nothing View Post
    It's in mem_parse.cpp, line 128.
    Well i had little experience about c++, just trial and error and suddently it works.
    It patches in memory, not directly into .dll/.so
    Isn't this likely to break with each engine compile we do?
    Adam "Adambean" Reece
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  10. #10
    Banned Solokiller's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    It sets a value to SOLID_NOT. As i've said before, this will break triggers. There is no way to disable collisions between players properly in GoldSource, any solution you find will break something.

  11. #11
    begadang jangan begadang =_= anggara_nothing's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Yea i known it uses vanilla HLSDK to compile.
    I would love to listening to any better solutions.

  12. #12
    Registered User tridz's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    looks like portals stop working after I install this
    edit: I think in some maps portals dont work.
    Last edited by tridz; 25-02-2016 at 07:31 AM.

  13. #13
    begadang jangan begadang =_= anggara_nothing's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Quote Originally Posted by tridz View Post
    looks like portals stop working after I install this
    Which portal? w00tguy's portal script?

  14. #14
    func_vehicle enthusiaist w00tguy123's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    ^ Nope, just the regular ones (in fact, only my portals would work because they don't check solidity). Setting solid to SOLID_NOT causes map triggers to ignore you, so things like portals and map events will stop working.
    Love,
    w00tguy

  15. #15
    begadang jangan begadang =_= anggara_nothing's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Oh well, i may add warning texts on first page.

  16. #16
    Not in the circlejerk S. H. Lynx's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    It's strange, did the SC team changed how triggers works?

    I checked the portal code in HLSDK to be sure and indeed it doesn't actually check if an entity is SOLID_NOT (the only trigger_ that does is trigger_push).

    Am I missing something?


    Edit: I'm retarded, trigger_* are also SOLID_NOT, that's why players and these entities don't collide, thus not activating.

    Servidor Hispano de Sven Co-op

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  17. #17
    Banned Solokiller's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Entities can only trigger SOLID_TRIGGER entities if they're solid and moving. This has always been the case.

  18. #18
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    Re: [METAMOD] Semiclip For SvenCoop

    Surprisingly stubborn/persistent.. I mean, it's not like it's a difficult concept to grasp.

  19. #19
    monster_robogrunt Zorbos's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    What kinds of portals are we talking about here? I'm running this on my AoMDC server and teleport brushes seem to work fine for me :s

  20. #20
    npc_chopper CHOPPER's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Does anyone have a working link?
    monster_apache
    npc_hunter_chopper
    npc_chopper

    ​........

  21. #21
    begadang jangan begadang =_= anggara_nothing's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Quote Originally Posted by CHOPPER View Post
    Does anyone have a working link?
    Quote Originally Posted by anggara_nothing View Post
    OUTDATED, USE ANGELSCRIPT VERSION INSTEAD
    https://forums.svencoop.com/showthre...IN-AN-Semiclip
    k

  22. #22
    npc_chopper CHOPPER's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Quote Originally Posted by anggara_nothing View Post
    k
    I tried that one and It doesn't work so smoothly, that's why I asked this one but thanks!
    monster_apache
    npc_hunter_chopper
    npc_chopper

    ​........

  23. #23
    begadang jangan begadang =_= anggara_nothing's Avatar
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    Re: [METAMOD] Semiclip For SvenCoop

    Quote Originally Posted by CHOPPER View Post
    I tried that one and It doesn't work so smoothly, that's why I asked this one but thanks!
    The metamod version caused a lot of unexpected side effects.

    If you're talking about player "bumping" :
    Quote Originally Posted by S. H. Lynx View Post
    Players can also use cl_solid_players 0 to prevent "bumping" while passing through other players. (movement through players will be smoother)

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