This was once just a plugin to prevent game unpausing.
OTHER License
Published by YaLTeR almost 5 years ago
The changes in this release are by @Jukspa.
New convars:
_y_spt_afterframes_await_legacy 0/1
: set to 1 for backwards compatibility with old TASes._y_spt_overlay_crosshair_size <pixels>
: sets the size of the crosshair._y_spt_overlay_crosshair_thickness <pixels>
: sets the thickness of the crosshair._y_spt_overlay_crosshair_color "<red> <green> <blue> <alpha>"
: sets the RGBA color of the crosshair.Published by YaLTeR almost 5 years ago
The changes in this release are by @Jukspa.
Published by YaLTeR about 5 years ago
The changes in this release are by @Jukspa.
_y_spt_setangle
not working at all.New and updated cvars and console commands:
tas_pause 0/1
: does a "TAS pause" where you can look around while paused in the game. WARNING: If you load the game with this cvar enabled, it will freeze on the first frame and the save won't load properly.tas_script_onsuccess
: new cvar that specifies commands that will be executed after a search is successful.tas_strafe_type
: has a new strafe type 3, which is equivalent to holding w in a direction.tas_script_load <script path> [tick]
: now has an optional parameter tick that allows the start of the script to play with no rendering and uncapped fps, then resuming to normal speed [tick] ticks before the end of the script.Reworked LGAGST for portal glitchless—now uses fixed lower and upper thresholds for jumping, that can be controlled with the commands:
tas_strafe_lgagst_min
tas_strafe_lgagst_max
Also added LGAGST into the framebulks in .srctas.
Search conditions:
velyaw left|right
: returns true/false based on the yaw angle of your velocity.velpitch up|down
: returns true/false based on the pitch angle of your velocity.changelevel
: returns true when level is changing.Published by YaLTeR over 5 years ago
The changes in this release are by @Jukspa.
TAS stuff:
tas_strafe_capped_limit
- The cap for TAS strafing using the capped strafing option.tas_strafe_hull_is_line
- Uses a line as a collision hull for checking ground (use in Portal when going through portals).tas_strafe_use_tracing
- Enables new ground checks based on tracing - a more accurate way of detecting whether or not the player is on ground.tas_strafe_autojb
- Automatically jumpbugs when possible, requires you to hold duck and the jumpbug has to be possible.<
.New SPT HUD - only works in Source 2007.
Note: Some of these may crash during demo playback.
y_spt_hud_decimals
- How many decimals should be displayed in the HUD for floating point values.y_spt_hud_left
- When set to 1, displays the SPT HUD on the left.y_spt_hud_velocity
- Displays velocity in all axes and horizontal velocity.y_spt_hud_accel
- Same as above except it's for acceleration.Various HUD options for showing flags for the player:
y_spt_hud_flags
- Normal entity flags.y_spt_hud_moveflags
- Move type.y_spt_hud_movecollideflags
- Move collision.y_spt_hud_collisionflags
- Collision.For Portal:
y_spt_hud_oob
- Shows if the player is oob or not. Crashes during demo playback.y_spt_hud_portal_bubble
- Shows 1 if the player is in a "portal bubble".y_spt_hud_ag_sg_tester
- Tests if angle glitch will save glitch you. Requires you to select a portal either via the command y_spt_hud_portal
or by just standing near the entry portal.Misc:
y_spt_hud_script_length
- Shows script progress when running a TAS.y_spt_hud_hops
- A HUD for practing jump timing. Shows how close you were to jumping with perfect timing.y_spt_hud_ent_info
- Display entity info on HUD. Format is "[ent index],[prop regex],[prop regex],...,[prop regex];[ent index],...,[prop regex]"
.Entity stuff that you can print:
y_spt_print_ents
- Prints all props and their indices.y_spt_print_ent_props
- Prints all props for an entity with the given index.Published by YaLTeR almost 6 years ago
The changes are by @Jukspa.
The highlight of this release is .srctas
script support for TASing, which is similar to .hltas
from BXT. It is a much more convenient way of making TAS scripts. Additionally, .srctas
scripts support automatic search to help finding the perfect tick to start moving or the perfect angles for a stucklaunch.
The .srctas
documentation can be found here.
This release also adds support for TAS tests, which means it's now possible to verify that TAS scripts don't break over the course of SPT development and their execution remains the exact same. Currently the player position, velocity and angle vectors are compared across executions. One test for the 5135 Portal build was added.
You can find out how to run the test here.
New commands:
tas_script_load
- Loads an .srctas
script and executes it.tas_script_search
- Loads an .srctas
script in search mode and executes it.tas_script_result_success
- Signals a successful result in search mode.tas_script_result_fail
- Signals an unsuccessful result in search mode._y_spt_findangle
- Finds the yaw/pitch angle required to look at the given position from player's current position.tas_test_validate
- Runs tests from the given directory.tas_test_generate
- Generates test data.New variables:
tas_strafe_vectorial
- When set to 1, enables vectorial strafing. The camera twitching disappears and it becomes possible to look at arbitrary angles using _y_spt_setyaw/pitch
while still strafing (provided that you do not jump).tas_strafe_allow_jump_override
- When you set this to 1, the jumping overrides any yaw/pitch input. By default this is off._y_spt_anglesetspeed
- Determines how fast _y_spt_setyaw/pitch
commands move your view. By default this is set to 360, which means instant snapping._y_spt_resetpitchyaw
- Cancels any buffered _y_spt_setyaw/pitch
commands. Primarily used for resetting the game state in TASes.Published by YaLTeR about 6 years ago
The changes in this release are by @Jukspa:
tas_strafe_vectorial
tas_strafe_vectorial_increment
tas_strafe_vectorial_offset
tas_strafe_vectorial_snap
y_spt_canjb
which checks if a jumpbug is possible at a given height given the current player position and vertical speed._y_spt_overlay
_y_spt_overlay_type
_y_spt_overlay_portal
_y_spt_overlay_width
_y_spt_overlay_fov
_y_spt_overlay_swap
Published by YaLTeR over 6 years ago
@TheProJamer:
tas_strafe_jumptype
for toggling between ABH, forward bhop, glitchlesstas_strafe_lgagst
Me:
y_spt_on_slide_pause_for
Published by YaLTeR about 7 years ago
_y_spt_afterframes_wait
(thanks @Ramalayha).y_spt_cvar_random
(thanks @Ramalayha).tas_strafe_glitchless
(thanks @TheProJamer).y_spt_stucksave
not working on 4104.Published by YaLTeR almost 8 years ago
The TAS stuff supports at least 5135 Portal and HL2 and 4104 Episode 2.
These only work on 5135 Portal and will uninstall system32 if you try them elsewhere:
y_spt_calc_relative_position
y_spt_find_seam_shot
Published by YaLTeR about 10 years ago
Added OE support, renamed some stuff into _stuff and setpitch/yaw/pitchspeed/yawspeed don't work in OE yet.
Published by YaLTeR about 10 years ago
Published by YaLTeR over 10 years ago
Published by YaLTeR over 10 years ago
Added patterns for the newest HL2 and HL: S.
The tag should be a couple of commits further because I'm good at git.
Published by YaLTeR over 10 years ago
Added legit autojump (y_spt_autojump and y_spt_autojump_ensure_legit) and motion blur fix (y_spt_motion_blur_fix). The motion blur fix makes the in-game motion blur obey host_framerate and host_tiemscale and such.
Major code redesign.
Published by YaLTeR over 10 years ago
Compatible with SteamPipe now! Also remade a whole lot of stuff.
Published by YaLTeR over 10 years ago
First release, yay. Tested on Source Unpack and EP2 Preupdate!