• Lambda - Co-Op Framework (Beta)
    24 replies, posted
  • Avatar of Zeh Matt
  • [IMG]http://share.epic-domain.com/lambda_logo.png[/IMG] Have you ever wanted to play the Half-Life 2 series with your friends online? Then Lambda is exactly what you are looking for. Lambda aims to provide seamless multiplayer support for the Half-Life 2 campaign maps, as well as user-created campaigns. [B]Test Server[/B] 94.23.170.2:27016 - NOTE: Might be undergoing for tests sometimes, but feel free to join. [B]Features[/B] - Level scenes reworked to be multiplayer friendly - Full player and object transitioning between levels - Enemy scaling based on skill level and player count - Visual improvements - Legacy Half-Life 2 aspects such as view bob, view lag, sprinting, AUX power counter, and more - Dynamic crosshair -- adapts to colors given by the pixels aiming at - Underwater bullets - Passenger seats - Mapscripts for each campaign map for modifying logic and extra gameplay enhancements - Ability to create your own story - Some hidden easter eggs - Shout outs based on player surroundings. [B]Supported Games[/B] Half-Life 2 - Full support. Half-Life 2: Episode 1 - Planned Half-Life 2: Episode 2 - Planned [B]Campaign/Story Creation[/B] This is currently a work-in-progress, but will be documented soon. Here are the current specifications: 1. Whatever Half-Life 2 uses already works 2. For transition support, your map must have an info_landmark, trigger_transition, and trigger_changelevel. Check out the Valve Developer Wiki for more information 3. Information about round setup and other basic rules [B]Bugs and the Code[/B] You can find our GitHub repository at [URL="https://github.com/ZehM4tt/lambda"]https://github.com/ZehMatt/lambda[/URL], please report all your issues there. [B]Workshop[/B] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=780244493"]Click here[/URL]
  • Avatar of Zeh Matt
  • [QUOTE=LittleBabyman;51200162]half life source when[/QUOTE] To be honest, I never even tried that in Garrys Mod but it might be possible, so who knows :v Edit: I did take a look into it, its not too bad but requires ofc for each map as always specific treatment, but I will actually give it a try once ep1 and ep2 are done.
  • If I had a dollar for each crash that occurred when developing, I could afford a ferrari by now :v: Jokes aside, glad to be a part of this. Finally the beta is out. Good job Matt
  • Avatar of cogg
  • For all of .5 seconds I was hyped for some kind of functional programming framework. Nice work regardless.
  • Avatar of ph:lxyz
  • I thought it was a framework for building gamemodes that involve running to a goal, jumping over objects, etc. A bit like JS_CO-OP from HL2:Deathmatch but scriptable. [video=youtube;CiW0cKNqP8Q]https://www.youtube.com/watch?v=CiW0cKNqP8Q[/video] There used to be a JS CO-OP map where you are in a dock area with multiple cranes and platforms and someone has to drive the crane and pick up the other players in a container and move them between the platforms to get to the other side. Then someone else hops in the next crane, etc.
  • Avatar of cogg
  • [QUOTE=ph:lxyz;51206216] There used to be a JS CO-OP map where you are in a dock area with multiple cranes and platforms and someone has to drive the crane and pick up the other players in a container and move them between the platforms to get to the other side. Then someone else hops in the next crane, etc.[/QUOTE] I'm not familiar with the map in that video, but I was a big fan of the js_build_puzzle maps. There were about 20 different maps, each of which would have about ten puzzles on them. Some of them were incredibly hard, but pretty fun to run with a group of people. Might try rounding those maps up tomorrow... A lot of the later ones had at least one crane puzzle similar to what you describe. Sorry for any further derailing.
  • Avatar of VeXan
  • [QUOTE=MadParakeet;51206231]I'm not familiar with the map in that video, but I was a big fan of the js_build_puzzle maps. There were about 20 different maps, each of which would have about ten puzzles on them. Some of them were incredibly hard, but pretty fun to run with a group of people. Might try rounding those maps up tomorrow... A lot of the later ones had at least one crane puzzle similar to what you describe. Sorry for any further derailing.[/QUOTE] Are those the ones where you pick up props with the gravity gun, and when you punt it, the prop freezes in the air? I grew up on those servers, as well as another kind of Coop. What you did was go through portals to different areas of the map with different challenges, it could be anything from surfing to gravity gun basketball. If you beat the level, you would get a battery that you would put in a slot. Still don't remember what happened when you got them all in, though... When I repurchased HL2:DM on an alt account, I was disappointed to see that all these servers were dead. [editline]15th October 2016[/editline] Also, OP, what makes this better than Synergy? That's free, but you have to pay for Garry's Mod.
  • Avatar of Zeh Matt
  • [QUOTE=ph:lxyz;51206216]I thought it was a framework for building gamemodes that involve running to a goal, jumping over objects, etc. A bit like JS_CO-OP from HL2:Deathmatch but scriptable. [video=youtube;CiW0cKNqP8Q]https://www.youtube.com/watch?v=CiW0cKNqP8Q[/video] There used to be a JS CO-OP map where you are in a dock area with multiple cranes and platforms and someone has to drive the crane and pick up the other players in a container and move them between the platforms to get to the other side. Then someone else hops in the next crane, etc.[/QUOTE] To be fair, the framework isnt quite complete yet, still targeting to get all the campaign maps to work however I do have plans for a DM gametype. [QUOTE=VeXan;51207561]Are those the ones where you pick up props with the gravity gun, and when you punt it, the prop freezes in the air? I grew up on those servers, as well as another kind of Coop. What you did was go through portals to different areas of the map with different challenges, it could be anything from surfing to gravity gun basketball. If you beat the level, you would get a battery that you would put in a slot. Still don't remember what happened when you got them all in, though... When I repurchased HL2:DM on an alt account, I was disappointed to see that all these servers were dead. [editline]15th October 2016[/editline] Also, OP, what makes this better than Synergy? That's free, but you have to pay for Garry's Mod.[/QUOTE] Regarding Synergy, you could just play and see it for your self, not going to bash or praise it.
  • Avatar of Willox
  • I had a server that ran the HL2:DM puzzle maps back before GM13 and it was fairly popular. It's pretty difficult to get a lot of the player-movement based parts compatible but It's possible this already has that handled.
  • Avatar of AwfulRanger
  • [QUOTE=VeXan;51207561]Also, OP, what makes this better than Synergy? That's free, but you have to pay for Garry's Mod.[/QUOTE] As far as I know Synergy doesn't have P2P support, so this would probably be easier to play with friends. Also, since it's in Garry's Mod, there's plenty of addons you can use with this.
  • Oh boy, here we are, with a new update! You can play the HL2 campaign from start to finish now, alongside with other new features. We are also looking for help with Episode 1 and 2 (or even HLS). To get started, you can find the code on [URL="https://github.com/ZehMatt/Lambda"]GitHub[/URL]. [QUOTE] [B]0.9[/B]: - Removed: Freezing physics when trying to jump off them. - Removed: Animation blending. - Fix: Giving players more ammo than they can carry on weapon pickup. - Fix: Weapon damage not properly set via cvars. - Fix: d1_canals_05 not opening gate, manually possible now. - Fix: Giving default ammo ammount, only give what player carried from level to level. - Fix: Draws the player weapon with player tracker now. - Fix: Checkpoints not properly resetting. - Fix: Death symbol using incorrect eye position. - Fix: Weapon switching not stopping reload. - Fix: Output log vanishing if EPOE is present. - Fix: Hopefully fixed players timing out while they shouldn't. - Fix: Player tracking being invisible in some cases. Better debug info on triggers. - Fix: Player tracking being client option, now server side. - Fix: Grenade duplicating on death. - Fix: User never signaled connection, consider him fully connected when message arrives. - Fix: Commands being unable to ran from server console. - Fix: Bots having invalid models. - Fix: Sprint sound not working on singleplayer game. - Fix: Passing nil ent on Touch. - Fix: Calling Touch manually if the player left a trigger that disabled EndTouch events. - Fix: Autoreload not reloading mapscripts. - Fix: d1_trainstation_05 messing up barneys spawn if player is nearby, simply closing the soda door. - Fix: Dog disappearing in d3_c17_02. - Fix: Door never opening in d3_c17_03. - Fix: Pickup hud not being properly aligned and sized. - Fix: Fire sounds not stopping in some cases. - Fix: Player unable to select weapons using passenger seat. - Fix: Player seeing the vehicle symbol when inside vehicle. - Improved: Precision on GetSyncedTimestamp. - Improved: Minor performance improvements. - Improved: Reduced distance of player stats. - Improved: Player tracking option. - Improved: Modified player tracker to be less annoying when barely visible. - Feature: Custom gravity gun rewritten from scratch with support of the mega gravity gun and prediction support. - Feature: Dynamic checkpoint selection. - Feature: Players will consider their souroundings and use shout outs accordingly. - Feature: Made the player timeout a convar. - Feature: Custom HUD colors. - Feature: Settings menu for player models, admin settings etc. on F1. - Feature: Teleport heuristic to allow changes on collision rules. - Feature: Allow player collisions. - Feature: Friendly fire support. - Feature: No respawn support.[/QUOTE]
  • Avatar of Python1320
  • The server is also working again, connect at [URL="steam://connect/g2.metastruct.net:27016"]steam://connect/g2.metastruct.net:27016/lambda[/URL]
  • Avatar of a-cookie
  • i dunno why, but when i tried to host this on a dedi a bunch of different functions simply didn't work, like player.GetCount() or game.GetGlobalState() [t]http://puu.sh/xqr9J.png[/t]
  • Avatar of a-cookie
  • [QUOTE=Zeh Matt;52643805]Are you on some older version perhaps?[/QUOTE] oddly enough after running validate in steamcmd the issue's been resolved, im not really sure what was wrong
  • Avatar of Zeh Matt
  • [QUOTE=a-cookie;52643873]oddly enough after running validate in steamcmd the issue's been resolved, im not really sure what was wrong[/QUOTE] Appears your server was out of date, player.GetCount was introduced by the april update: [url]https://gmod.facepunch.com/blog/april-2017-update/[/url]
  • I am kinda sad that the floor is lava is more popular than this... :disappoint:
  • Avatar of a-cookie
  • apart from that first issue, this is really awesome and honestly seems like something i'd love to help out with, i might have a crack at doing episodic stuff when i'm free c:
  • Replying here because I saw your post on the WAYWO thread. How functional is the gamemode in it's current state? Could I grab 1-2 other people and they could hop in or out at any time seamlessly? How much player information is saved between play sessions? Additionally, how easily can I add weapon support (or maybe it's already been done for me?) for weapon packs such as TFA or CW2.0 or M9K (just giving examples). Many of them have their own custom ammo and info that's unique to the pack (attachments in CW2.0, for example). Also, how can I go about changing the weapons that drop/spawn? Let's say I'd like to change the default HL2 revolver into the Deagle from some random weapon addon. Is this a feature supported?
  • Avatar of Zeh Matt
  • Currently you should be able to play the full story of Half-Life 2, transition is just as the original game except for all players. As for the weapons its planned but not officially supported yet. On GitHub we also have support for HL2:DM which is more or less stable except map rotation.
  • Avatar of GeXeH
  • I tried hosting this on my dedicated server, however on d1_trainstation_01 map there's no vortigaunt sweeping the floor and on d1_trainstation_05 when Alyx is in the teleporter and the 'power plug' falls out, once I put the plug back in it doesn't continue the story so I have to skip the rest of the map. Lambda works perfectly when hosting on a listen server so I'm wondering what files are required to (be uploaded?) get this to run properly on a dedicated server? Any help would be much appreciated.
  • Avatar of Zeh Matt
  • This is already fixed by some ugly workaround, sadly there seems to be some issue where NPCs on linux ds appear to be "busy" in a matter of acting/speech so the scripted scene will wait for them to be no longer busy. For odd reasons this is not happening under Windows in general may it be DS or listen. The current workaround now is that when such scene is going into waiting I will perform a timeout so it eventually continues after 5 seconds. The code is already on GitHub if you like to try it out. Edit: Perhaps a worthy mention, at the end of this month I'll update the workshop entry with numerous bug fixes and improvements also including the HL2:DM gametype and the initial support for episodic content.