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DrVrej 29 Aug, 2017 @ 6:26pm
VJ Base 2.4.0
=-=-=-=-= Version - 2.4.0 =-=-=-=-=
Credits: People that gave good suggestions, beta tested, and supported me!
Note: Developers will need to update some attacks and movements!
  • New
    • Added support for servers with higher or lower tick rate! This should make the multiplayer experience with SNPCs much more smoother!
    • Added a new tool: NPC Equipment
    • Added support for player weapons to be used in multiplayer!
    • Added a new world model and firing sound for the blaster!
    • Added a new movement system for human and creature SNPC bases!
    • Added white blood!
    • Added class "CLASS_PLAYER_ALLY"
    • Added a new system that will properly synchronize the bullet spawning position from client to server for VJ Weapons that are being used by NPCs
    • Recoded the NPC Controller from scratch!
      • Added a HUD that appears in the bottom center, it displays the NPC's name, health and type of attack available
      • Added support for tank SNPCs!
      • Can now properly navigate on every type of terrain, whether it's flat or ridged
      • Added proper turn animations!
      • Can now do all types of attacks without needing the NPC to see an enemy!
      • No longer bugs out when very close to a wall or near a cliff/edge
      • Added a message that prints the controls of the NPC, developers can put specific controls in here to tell the user how to use the custom abilities
      • Will now work with big NPCs
      • Added support for developers to implement their own attacks or abilities
      • Fixed the invisible camera not removing after the player stops controlling it!
      • Fixed stationary SNPCs sometimes turning when not suppose to
      • Fixed medic SNPCs trying to heal friendly SNPCs or players while being controlled
      • A lot more fixes and improvements were done, but it's to many to list!
    • New AI Changes:
      • Added new idle animation system, which allows for full custom idle animations!
      • Increased the default firing range for humans from 2000 to 3000 world units
      • Brand new covering system for humans! (Many of the changes are listed below!)
      • Humans will now move forward and try to place their gun over the barricade to properly shoot the enemy!
      • Humans will now try to aim the upper body of the enemy when the middle part of the enemy is blocked, unlike before where they would constantly shoot the barricade the enemy was hiding behind and never properly hitting the enemy
      • Will now properly estimate where their enemy is and slowly move there after they have lost complete track of them
      • Prop attacking/pushing is now based on melee attack and damage distance, rather then a specific number set by the base (Should fix creatures sometimes attacking props that are like 100 feet away from them)
      • Humans will now properly wait for enemy to come out for couple of seconds then chase after the enemy (Only if they weren't behind cover!)
      • Humans will now detect if something is actually blocking the gun's barrel and try to solve the problem
      • If humans detect their current position can be used as cover, they will stick to that position. This means, they will not chase the enemy or even wander around when idle. They will stay in that position until it can no longer be used as cover
      • When humans are attacking a tank, they will now have 50% more chance to throw a grenade then other types of enemies!
      • Tank chassis and gunner will now both have the same enemy!
      • If call for help is called, it will not get alerted if the enemy is farther then its sight distance
      • Updated the animation system to make things much smoother, especially transitions from attack to chase (It also lessens the chance of idle animation playing between transitions)
      • Humans will no longer crouch and shoot, if they recognize that crouching would block their gun's barrel
      • Animals no longer get scared when other animals come in contact with it
      • Lowered the chance of tank constantly resetting its enemy, which caused its tank shell to do no damage when it hits the enemy
      • Humans no longer back up when an enemy is close if they are reloading or doing other similar things that shouldn't be overridden
      • MAJOR FIX: Fixed attack animations not finishing normally if there are no longer any enemies left!
      • MAJOR FIX: Fixed the algorithm that picked the closest enemy to the SNPC accounting for enemies that are in areas where the SNPC can't see!
      • Fixed resetting its enemy when the enemy dies, even if there is other enemies around
      • Fixed SNPCs not updating the enemy's current position, which caused them to constantly chase to the enemy's old position
      • Fixed the walking animation sometimes messing up a lot when the enemy position is changing (This was caused because when they updated the enemy position, they tried to face the enemy and walk at the same time)
      • Fixed tanks stopping when close to an enemy, instead of running over them
      • Fixed when humans checking if an ally is blocking their gun, they sometimes ended up checking themselves. This caused the them to move, thinking that an ally is blocking its way!
      • Fixed humans running up to their enemy and not stopping to shoot once they see the enemy again!
      • Fixed during huge battles, some SNPCs get stuck constantly resetting their enemy
      • Fixed animations sometimes looping forever!
      • Fixed tank-based SNPCs turning randomly, especially when something collides with them! (This might still happen in very rare cases)
    • Aerial AI Changes:
      • First idle wandering system has been implemented!
      • Moving and idle animations now work a lot better!
    • New NPC Spawn Tool Changes:
      • Added a tutorial button
      • MAJOR: Fixed settings not working in multiplayer! (Ex: Next spawn time, Spawn sound)
    • New NPC Relationship Modifier Tool Changes:
      • Added 4 dedicated buttons in the menu to quickly insert common classes (Antlion, Combine, Resistance, Zombie)
      • Added a tutorial button
      • Can no longer add a class more than once in the table (It will also print an error in the chat)
    • New Entity Scanner Tool Changes:
      • Added the ability to scan more entities, instead of being restricted to only NPCs
      • Will no longer spawn effects or play a sound when selecting an entity that can't be scanned
      • Fixed sometimes creating an error when it tries to select something that isn't a real entity (Ex: World)
    • Revamped The Right-Side Menu:
      • Added the same icon as the spawn menu
      • Added tutorial buttons to some of the tools (Video on YouTube)
      • Added to the Developer tab: Print Current Enemy
      • Updated the Information and Installed Addons tab
      • Changed the Bug Report and Suggestion link
      • Fixed the categories getting mixed up every time the game is restarted, instead they are now manually ordered!
      • Fixed a lot of typos, grammar mistakes, and reordered some of the items in menus
      • Removed some of the unused options in the Developer tab
    • New Spawn Menu Changes:
      • Added Tools tab in the VJ Base spawn menu (Which contains all the default VJ Base tools)
    • Added Mortar Synth (Replaces VJ Test Aerial NPC):
      • Added breath, idle, alert, melee attack, pain, death sounds (Most are from random sounds I found in HL2, such as city scanner)
      • Added death explosion particles
      • Added spawnicon
      • Is now friendly to Combine
      • Now deals blast damage around it on death (max: 20)
      • Increased its health from 60 to 150
      • Now bleeds oil blood type, instead of red
      • No longer spawns a corpse
  • General Changes & Improvements
    • Improved the leap attack system for SNPCs, which will make it much more smoother (Notice to Devs: SNPCs with leap attacks will need to be updated!)
    • Stopped certain models (especially human models) playing player footstep sounds when moving!
    • Concommands now have admin check to make sure no of tries to exploit it on multiplayer
    • Weapon changing a human's weapon, it now properly resets the remaining bullets in their inventory
  • General Fixes
    • Fixed gestures that aren't activities not working!
    • Fixed SNPCs with a leap attack, not jumping properly when first spawned!
    • Fixed a major bug with that rarely occurred with event-based SNPCs that caused them to never be able to attack again!
    • Fixed human SNPCs without a weapon sometimes creating errors due to the function (VJ_TranslateWeaponActivity) not checking if a weapon is valid

  • Alien Swarm SNPCs
    • Updated the Shieldbug to the new movement system, which will add support for the new controller and make the moving animations smoother!
    • Made better melee attack timers for all the Drone types

  • Black Mesa SNPCs
    • Added more alert and idle sounds for Houndeye
    • Added a new "look around" idle animation for the Houndeye
    • Added walking while on fire animations for all zombies except torsos (Includes idle animations!)
    • Added footstep sounds for Houndeye and Bullsquid
    • Black Ops Assassin's camouflage can now be changed when pressed SPACE while controlling it
    • Updated Alien Grunt's Attacks:
      • Now spawns 8 hornets instead of 10 (Range)
      • Charge attacks no longer have a 2-3 second delay, it will not constantly charge attack if the enemy is in proper distance
      • Fixed charge attack and close melee attack making the SNPC freeze for at least a second after the attack is finished
      • Fixed range attack getting cut off when the enemy comes within its melee attack distance
    • Updated Bullsquid's Attacks:
      • Separated the melee attacks in two different attacks (Bite = Fast but deals less damage, Tail whip = Slower but deals more damage)
      • Added two separate damage convars for the melee attacks
      • Fixed the range attack animation sometimes cutting-off
      • Fixed projectiles spawning not matching the animation (Range)
    • Updated all of the attacks for the zombies to be more smooth and better timers
    • Updated the Snark to the new leap attack system, which fixes it sometimes jumping VERY high!
    • Adjusted the footstep sounds for Scientists and the Security Guard
    • Updated Snark's jump moving to be more smooth and randomized jump distance each time!
    • Lowered Security Guard's health to 60 (from 100)
    • Fixed Houndeye's attack cutting off a lot, instead it now uses a sequence
    • Fixed HECU Turret's animation glitching when disarming

  • Cry Of Fear SNPCs
    • Recreated all the attacks for EVERY SINGLE SNPC IN THIS PACK! (Attacks are a lot faster, smoother, no more animations cuts, better hit timers!)
    • Added 2 new attacks for Faster (Disabled in the last update by accident!)
    • Sewmo's attacks now dynamically change when its bodygroup is changed (Ex: If you force change the bodygroup without chains, it will start using its hands to attack)
    • Update Baby's attack, decreased the jump distance and updated some old codes
    • Stranger will now stop moving once it's back in attacking range
    • Fixed when a Baby kills an enemy, it gets back up and stands there with its idle animation before it's removed

  • Dark Messiah SNPCs
    • Added 2 new alert sounds for the regular Spider
    • Added alert animation for the Spider Queen!
    • Added a new idle animation for the Giant Worm when it's alerted
    • Added flinching animations for the Giant Worm, similar to the Spider Queen, only flinches from explosives and has 1 in 7 chance
    • Can now spawn baby spiders while controlling the Spider Queen by pressing SPACE!
    • Separated Spider Queen's melee attacks into 6, this way the attack timers match the animation and smooth out the animations
    • Redid the attack timers for the regular Spider and Giant Worm to make the animation smoother and stop any cut-offs
    • Fixed Giant Worm's animation messing up when it transitions from range to melee
    • Fixed the delay were the Spider Queen doesn't use its melee attack for 2 seconds after it does a range attack!

  • E.Y.E Divine Cybermancy SNPCs
    • Added 2 new attacks for Kraak that deal more damage but have don't knockback
    • Added a new attack and changed the previous one for the Trooper (Attack 1: Does more damage but hits only twice, Attack 2: Does less damage but slashes the enemy 4 times really quickly!)
    • Redid all of the attacks for all of the SNPCs! (Much better hit timers or projectile release times, a lot smoother transitions and no more animation cut-offs)
    • Updated Forma and Evil Deer to the new leap attack system
    • Fixed Carnophadge and Kraak freezing for 1-3 seconds after they play an alert animation

  • No More Room In Hell
    • Added crawling system!
      • If enough damage is dealt to their legs OR enough explosion damage is dealt, their legs will break and they will start crawling
      • Use this system to cripple and slow down running zombies!
      • They use a different attack when crawling!
      • When crawling, they don't flinch so spraying at them to slow them down won't work!
      • Children zombies don't have this system (They didn't have any animations)
    • Are now friendly to zombies and other SNPCs that have CLASS_ZOMBIE
    • Updated all the zombies to the new attacking system with smoother animations
    • Updated all the walking zombies to the new movement system, which will add support for the new controller and make the moving animations smoother!

  • Military SNPCs
    • Added brand new sounds for the German SNPCs! (107 sounds in total!)

  • Liberty Prime
    • Added full support for the NPC Controller! (MOUSE1 = Melee, MOUSE2 = Laser, MOUSE2+SPACE = Mini Nuke)
    • The laser no longer damages allies!
    • Edited the laser sound file so it won't cut off every couple seconds!
    • The laser is no longer a custom attack, instead it's now registered as a range attack
    • Fixed sometimes not playing the mini nuke pick-up animation or throwing animation (Rarely, it might still happen)
    • Fixed sometimes the mini nuke body group on his hand not turning off
    • Fixed the Hostile Liberty Prime sometimes printing in the chat, "Hostile Liberty Prime no longer likes you."

  • Zombie SNPCs
    • Added walking while on fire animations for Slow Zombies, Crabless Zombie, Crabless Posion Zombie, Zombie Hulk, and Boss Zombies (Some also have fire idle animations!)
    • Added new animations when the Boss Zombie spawns Mini Bosses!
    • Can now spawn Mini Bosses while controlling the Zombie Boss by pressing SPACE!
    • Slow Zombies, Crabless Zombie, Crabless Zombine, and Boss Zombies now deal more damage when playing two-arm attack animations
    • Updated Burnzie and Crabless Zombine to the new movement system, which will add support for the new controller and make the moving animations smoother!
    • Zombie Panic now use events and sequences for their attacks!
    • Burnzie now has a different idle animation when it's alerted!
    • Slow Zombies, Crabless Zombie (Including Torso) & Zombine now all use sequences for attacks, have a lot better attack timers, and proper damage distances!
    • Updated all the fast zombies to the new leap attack system
Last edited by DrVrej; 30 Aug, 2017 @ 1:14pm
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DrVrej 29 Aug, 2017 @ 6:26pm 
Developer function/variable Changes
NOTE: Some new or changed functions/variables may not be listed here!
  • self:VJ_ForwardIsHidingZone() now returns its trace results as a second return value
  • Added the "SameZ" variable for self:VJ_GetNearestPointToEntity()
  • New global functions: VJ_CreateTestObject(pos,ang,color,rtime,mdl), VJ_SequenceToActivity(argent,seq)
  • New global NPC functions: self:VJ_GetNearestPointToVector(pos,SameZ), self:VJ_Controller_InitialMessage(ply)
  • SNPC Bases:
    • Variables like self.IsVJBaseSNPC are now shared!
    • New: self.AnimTbl_Walk, self.AnimTbl_Run, self.NearestPointToEnemyDistance, self:Controller_IntMsg(ply)
    • New (Humans):
    • New (Creatures): self.RangeAttackPos_Forward ,self.RangeAttackPos_Right
    • New (Animals): self.PlayFearSoundOnTouch
    • New sound tables all the regular variables: self.SoundTbl_MedicReceiveHeal
    • Replaced self.RangeUpPos with self.RangeAttackPos_Up
    • Applied the function self:SetGroundEntity(NULL) on SNPCs when they leap attack, this will require all existing SNPCs with leap attacks to be updated!
    • Removed: self.MoveOutOfFriendlyPlayersWaySchedules
  • Weapon Base:
    • New: self.NPC_BulletSpawnAttachment, self.WorldModel_CustomPositionBone
Last edited by Gene Worm; 1 Sep, 2017 @ 7:18pm
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Date Posted: 29 Aug, 2017 @ 6:26pm
Posts: 1