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playdemo mydemo;bxt_cap_start
by @eim64 in https://github.com/YaLTeR/BunnymodXT/pull/446
bxt_fix_widescreen_fov
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/448
bxt_tas_ducktap_priority
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/440
bxt_hud_quickgauss 2
to show only server time by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/413
bxt_show_player_bbox
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/417
bxt_show_monster_bbox
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/439
bxt_hud_entity_info 3
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/420
bxt_collision_depth_map_fov
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/414
bxt_ch
, bxt_get
and bxt_print
commands by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/415:
bxt_ch_entity_set_health
bxt_ch_get_other_player_info
bxt_ch_get_velocity
bxt_ch_monster_set_origin
bxt_ch_teleport_to_entity
bxt_get_servertime
bxt_print_entities_by_index
bxt_hud_game_alpha_max_clientside
, added bxt_hud_game_alpha
and bxt_hud_game_alpha_damage
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/435
bxt_cof_disable_viewpunch_from_jump
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/405
bxt_cof_disable_monsters_teleport_to_spawn_after_load
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/410
give
support in Cry of Fear by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/434
BXT_DISABLE_VSYNC
environment variable to disable the V-Sync in pre-Steampipe builds by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/424
BXT_DISABLE_DISCORD_RPC
environment variable to disable the Discord RPC by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/419
host_framerate
if it is enabled by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/426
bxt_show_splits
default to 0
by @YaLTeR in https://github.com/YaLTeR/BunnymodXT/pull/425
bxt_show_nodes
in Counter-Strike: Condition Zero Deleted Scenes by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/411
render_yaw_override
HLTAS line to fake the camera yaw angles without affecting the movement by @YaLTeRs40
, s41
) strafe type by @khanghugo. The yaw field sets the turn rate+alt1
) freecam twice as fast by @YaLTeRbxt_tas_new
to put initial commands into load_command
by @YaLTeRbxt_tas_editor_show_from_last_frames
by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/442
Full Changelog: https://github.com/YaLTeR/BunnymodXT/compare/jan-16-2023...jul-23-2023
Published by YaLTeR about 3 years ago
General improvements:
bxt_timer_autostop
on Linux for games that stop based on a multi_manager
(thanks @chinese-soup).bxt_show_displacer_earth_targets
for displaying Opposing Force displacer's earth target entities (thanks @hobokenn).bxt_timer_autostop
cvar always available rather than gated on the presence of Half-Life-specific game end functions (thanks @SmileyAG).bxt_ch_set_angles
(thanks @chinese-soup).bxt_disable_changelevel
(thanks @SmileyAG).bxt_triggers_color
(thanks @SmileyAG).bxt_bhopcap
(thanks @hobokenn).bxt_disable_autosave
should now work with most mods (thanks @hobokenn)._bxt_interprocess_stop
to manually stop LiveSplit integration, useful for timing strats or running IL's, use it in conjunction with _bxt_interprocess_reset
(thanks @hobokenn).sv.max_edicts
value saving to demos (thanks @hobokenn).TAS support improvements:
hlstrafe_version 4
which fixes camera yaw switching between two adjacent values when using exact angle constraints.Published by YaLTeR almost 4 years ago
General improvements:
bxt_autojump
support for Paranoia (thanks @mxpph).bxt_bhopcap
support for Counter-Strike: Condition Zero Deleted Scenes (thanks @Godlikehobbit) and for Nuclear Winter and Ground Zero (thanks @mxpph).bxt_show_pickup_bbox
which shows item and weapon pickup bounding boxes (thanks @Matherunner).bxt_disable_autosave
(thanks @mxpph).SV_AddLinksToPM_
patterns for 4554 and NGHL (thanks @hobokenn).bxt_bhopcap
cvar is now registered when the engine is loaded (as opposed to when the server is loaded) which means it can be set from the main menu and bxt_tas_new
will pick it up.TAS support improvements:
bxt_tas_editor_insert_point
(this was especially annoying with bxt_tas_new
).bxt_tas_new
initial segment length to 1 second.bxt_tas_new
now automatically stores custom bxt_bhopcap
and sv_maxspeed
values and a BXT timer reset into the script.bxt_tas_new
now include stop;bxt_timer_stop
.bxt_tas_editor_set_commands
to set commands on a segment.Published by YaLTeR about 4 years ago
Fixed a few crashes with different HUDs being enabled while playing back demos (usable entities, etc.).
TASing-related changes:
hlstrafe_version 3
which fixes a serious bug with vectorial strafing. Use this new version instead of 2. Version 2 does not actually strafe under certain conditions.+alt1
and +duck
respectively (for mouse dragging).+bxt_tas_editor_look_around
to look around in the editor. It is +bxt_tas_editor_append
without append.bxt_tas_loadscript
. It's now possible to edit the .hltas file externally, save it and run the TAS right away without having to disable the TAS editor first.bxt_tas_new
now prints the correct FPS value in its message.Published by YaLTeR over 4 years ago
Added timer autostop for the following mods (thanks @mxpph and @TheSmiley47):
Moved the TAS editor append mode to +bxt_tas_editor_append
. Now bxt_tas_editor
can be set only to 0
or 1
. Additionally, the right click action of append mode was moved to the left click, with the left click action removed.
Bind +bxt_tas_editor_append
to a key near WASD and use it as the "hold to fly around while in the editor" key.
Added middle mouse (wheel) drag action to the TAS editor which is similar to the left button drag action, but also adjusts the length of the following frame bulk to make the total length stay the same.
Made target_yaw
fast when zero tolerance is used (+-0
) and made tolerance optional (zero is assumed).
This is what you should use pretty much everywhere; where you would write e.g. target_yaw 270 +-0.1
you should now write just target_yaw 270
, etc.
Added target_yaw velocity_lock
which follows the velocity angle and locks to the target strafing angle. It is a better version of target_yaw velocity_avg
which does not shake the camera at all, not even a tiny amount.
Once again, this is what you want to use by default starting from this release as it's better than the other options.
Made target_yaw velocity_lock
the default in bxt_tas_new
.
Added duck before collision including ceilings display to the TAS editor status HUD element.
Added bxt_tas_editor_toggle dbcceilings
.
Added bxt_tas_export_libtas_input
(experimental, worked for a number of TASes and didn't work properly on a single TAS).
Fixed TAS editor mouse support on Fedora 32.
Published by YaLTeR over 4 years ago
+bxt_triggers_place
, a visual drag-and-drop way to create custom triggers. Thanks @Marckvdv!bxt_hud_tas_editor_status
. Thanks @Eddio0141!bxt_print_entities
and bxt_hud_entities
. Useful for checking the entity order for the 4 FPS trick.bxt_hud_entity_hp
to bxt_hud_entity_info
and made it additionally display the entity index, classname and targetname._bxt_norefresh 1
considerably faster.Note: due to a mistake, the mar-21-2020 tag points 1 commit earlier than this release. I made a mar-21-2020-real tag which points at the correct commit. I didn't bother rebuilding the binaries so the version string says mar-21-2020-1
and not mar-21-2020-real-0
.
Published by YaLTeR over 4 years ago
Non-TASing-related changes:
bxt_collision_depth_map_pixel_scale
console variable, which allows rendering the collision depth map at a lower resolution than the game's resolution. It's set to a good value by default, so you can safely view the collision depth map at your regular resolution. Thanks @Marckvdv!bxt_collision_depth_map_remove_distance_limit
console variable to remove the tracing distance limit, so far away entities are still shown on the collision depth map. Enabled by default.This release features a number of improvements to the TAS editor and TAS support in general.
bxt_tas_editor_simulate_for_ms
console variable.change yaw to 90 over 1 s
change pitch to 0 over 0.5 s
change target_yaw to 23.5 over 2.3 s
bxt_hud_tas_editor_status
which shows the properties of the currently selected point in edit mode. Thanks @Eddio0141!bxt_tas_editor_set_yaw/pitch/repeats
and bxt_tas_editor_unset_yaw/pitch
.bxt_tas_playback_speed
which controls the TAS playback speed. It's set to 1
by default, which means that the TASes will play back in real-time (or slower). Set to 0.5
for example to make the TASes play back 2 times slower. Set to 0
to play back as fast as possible.bxt_tas_write_log
which automatically writes the bxt_taslog
of the TAS.bxt_taslog
to accept an argument (0 or 1) rather than being a toggle.host_framerate
and _bxt_min_frametime
are now automatically reset when TAS playback ends.bxt_tas_editor_append_frames
in favor of automatic selection.bxt_tas_editor_toggle s22
toggling s23.Published by YaLTeR almost 5 years ago
A new big release featuring the in-game TAS editor! Watch the TAS editor introduction here: https://youtu.be/NQ7n9TE1t3o.
bxt_tas_split <filename>
, which creates a save and splits the TAS at the point of the command for making a soft-segment: you can join the two resulting scripts into one later.bxt_freecam <0|1>
for a free-cam mode, which is like noclip, but only the camera is moved and not the player. Most useful while the game is paused.bxt_tas_norefresh_until_last_frames
cvar which automates toggling _bxt_norefresh
during TAS execution, instead of manually setting _bxt_norefresh 1
and 0
in the TAS script.bxt_tas_new
for creating new TAS scripts.hlstrafe_version
hltas property.TAS editor stuff, showcased in the video linked above:
bxt_tas_editor
bxt_tas_editor_toggle
bxt_tas_editor_insert_point
bxt_tas_editor_delete_point
bxt_tas_editor_delete_last_point
bxt_tas_editor_save
bxt_tas_editor_set_run_point_and_save
bxt_tas_editor_append_frames
Published by YaLTeR over 5 years ago
bxt_wallhack
in Opposing Force build 1600 (thanks @quantumdude836).Published by YaLTeR about 6 years ago
+bxt_tas_jumpbug
for automatic jumpbugs (thanks @arianon).bxt_hud_nihilanth
for displaying various information about Nihilanth's state (thanks @Matherunner).bxt_hud_health
for displaying the true (not trimmed to 255) health value (thanks @philippTheCat).bxt_wallhack
, bxt_wallhack_additive
, bxt_wallhack_alpha
, bxt_novis
(thanks @Matherunner).bxt_collision_depth_map
, bxt_collision_depth_map_hull
, bxt_collision_depth_map_max_depth
, bxt_collision_depth_map_colors
for an extremely slow and somewhat skewed way of viewing the collision data.bxt_autostop
) (thanks @Shigbeard).bxt_tas_exportscript
: converts a .hltas to an "exported" version without any autofuncs (strafing, autojump, etc. are replaced with raw button presses).bxt_fade_remove
work on 4554 (thanks @Matherunner).bxt_bhopcap
work on HL: Echoes (thanks @Matherunner).bxt_show_triggers
to draw triggers on the client side, this way they don't get saved in demos. The old implementation is now accessible via bxt_show_triggers_legacy
(thanks @Matherunner).Published by YaLTeR about 7 years ago
Fixed compatibility with NGHL.
Published by YaLTeR about 7 years ago
Published by YaLTeR over 7 years ago
Hotfix release to fix bxt_autorecord
not working after a changelevel.
Published by YaLTeR over 7 years ago
bxt_stop_demo_on_changelevel
which, well, stops demos on changelevels. This is useful in combination with bxt_autorecord
for older WON engines that can’t record demos past changelevels properly.bxt_hud_incorrect_fps_indicator
.bxt_triggers_*
commands). They are useful for segmented speedruns to allow for accurate comparison (everyone has the same segment stopping point)._bxt_save_runtime_data_in_demos
.Published by YaLTeR over 7 years ago
Hotfix release to restore 4554 (Goldsrc Package 2) compatibility.
Published by YaLTeR over 7 years ago
bxt_cam_offset
behaviour when the game is paused.bxt_append
. Works the same as append
in OpenAG, can be used for looping scripts. How it works: imagine that special
is actually an alias for bxt_append _special
._bxt_reset_frametime_reminder
work on Linux.Published by YaLTeR about 8 years ago
bxt_autorecord
for automatic demo recording after loads. Replace bxt_record
in your run starting bind with bxt_autorecord
and it should work.bxt_ch_set_pos
, bxt_ch_set_pos_offset
, bxt_ch_set_vel
, bxt_ch_set_vel_angles
.bxt_hud_useables
, bxt_hud_useables_radius
.bxt_cam_fixed
, bxt_cam_offset
, bxt_cam_clear
.bxt_show_nodes
console variable.Published by YaLTeR over 8 years ago
Published by YaLTeR over 8 years ago
Published by YaLTeR over 8 years ago