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olmod

Project Homepage: https://github.com/overload-development-community/olmod
Primary Language: C#
Created: 3/16/2019 1:26:01 pm (3/16/2019)
Updated: 11/25/2021 2:50:36 am (11/25/2021)

A mod for the game Overload that enhances the multiplayer experience.

Releases

v0.5.3

- Lag Compensation now has a "dive-in limiter" that lets you control how far ships can dive into walls when being lag compensated.
- For team anarchy, the teammate bonus given to spawn points is no longer given if an enemy is within 32 units.
- Server browser now shows the olmod version the server is running.
- Fix for CTF/Monsterball scoreboards.

v0.5.2

- Update to balance settings for multiplayer games only: (Thanks to zero for coordinating, and all the pilots who tested this!)
- Cyclone damage -7.4%
- Cyclone projectile speed -20%
- Crusher damage -12.8%
- Crusher muzzle flash, added the driller muzzle flash
- Crusher trails, changed from crusher trails to driller trails for more visibility
- As a result, crusher has been removed from being weapon lag compensated so you can actually see them
- Hunter homing strength +5.6% (this restores half of what was taken away in v0.4.0)
- Option for reduced ship explosion effects for multiplayer, find in Options -> Multiplayer Options, defaults to Full. (Thanks, Tobias!)
- Server browser doesn't reset to page 1 every time it refreshes.
- Binding for Roll Left 90° no longer brings up an empty curve editor. (Thanks, luponix!)
- Erroneous weapon swap message on spawn has been removed. (Thanks, luponix!)

v0.5.1

- Fix CPU usage bug with large maps.
- Don't consider doors to break line of sight for purposes of spawn algorithm.

v0.5.0

- Upgrade to Harmony 2. The main side effect of this will be faster load times for olmod. (Thanks, Tobias!)
- A new option for controller users under Controls -> Advanced Options for Max Turn Ramp Mode. Choose either the Default implementation, or the Linear implementation. The Linear option removes the default "curve" controllers were forced on and allows you to get to max ramping speed immediately. If you use linear, be sure to play with ramping strength and the controller curve editor. This requires 0.5.0 servers, it will fallback to Default behavior otherwise. (Thanks, luponix!)
- Ship jitteriness due to network position/rotation error compensation has been eliminated. (Thanks, derhass!)
- Death in multiplayer now brings up a death summary, showing all damage you took on that life. It is divided into 4 categories: Killer, Assister, Self/Miscellanous (like lava), and Other. Note that the damage listed is cumulative for your entire life, and due to rounding won't always add to 100 or however much armor you had on that life. Also, the Assister box will only show if someone got credited with an assist, and shows all of the damage done by the assister, not just the damage that counted for the assist. By default, it will show the Killer damage, and you have to toggle the rest of the boxes with the Boost button. In Options -> Multiplayer, you can find the sticky death summary option to change its behavior to turn off entirely but with the ability to toggle it on with the Boost botton. (Thanks, Tobias!)
- In multiplayer, lancers will no longer drop from players, you can only get them from item spawn points.
- In multiplayer, falcons, missile pods, creepers, and hunters that drop from players will be at loadout quantity instead of normal pickup quantity. Supers and normal pickup quantities from item spawn points are unchanged.
- Progress in single player can now be saved using olmod. (Thanks, Arne!)
- Ships joining in progress should no longer be invisible under certain circumstances. (Thanks, derhass!)
- Anarchy and Team Anarchy spawning bug introduced in v0.4.1 where cubes marked as "No Pathfinding" was being applied when spawning has been resolved. Notable maps that were particularly bad with this bug include Blizzard and Burning Indika.
- Anarchy and Team Anarchy spawn algorithm now checks to see if enemy is in direct line of sight before deciding whether to diminish the score of a spawn point if that enemy is in a cone in front of it (or the spawn is in the cone of the enemy's line of sight). As such, the spread of the cone has increased from 15 to 60 degrees since it now considers walls.
- Team Anarchy spawn algorithm now makes a spawn point slightly more favorable if a teammate is in line of sight of it and an enemy is not.
- UI opacity while cloaked increased from 20% to 60%. (Thanks, Tobias!)
- In Options -> Audio, there is a new option to reset the audio engine. Use this when your output audio device changes mid-game. (Thanks, Tobias!)
- New console command `toggle_debugging` which will display in the world where all of the segments and spawn points are. It degrades performance, so it's only intended for debugging.
- New console command `dump_segments` which will dump the segment information into the player log.
- CTF and Monsterball now have mode-specific scoreboards. (Thanks, Tobias!)
- Observers will now see 1v1 scoring instead of anarchy scoring when observing 1v1 games. (Thanks, Tobias!)
- Ships will now be able to move in postgame again. (Thanks, derhass!)
- When enabled, the rear view no longer appears as spinning debris after your ship explodes.
- The fix for Gsync players no longer causes uncapped frames in menus.

v0.4.4

Fix to v0.4.3's server audio patch that prevented network audio sounds from playing more than once, such as refueling from an energy center.

v0.4.3

- Update to player spawn algorithm to only consider the worst cases, not an average of all the cases.
- Increase timer of initial primary spawn by 4x, timer between primary spawns by 8x. This is intended to reverse a side effect caused by the primary spawn algorithm changes from v0.3.5 that made primaries far more common.
- Invulnerability from red powerups now work properly in race mode. (Thanks, Tobias!)
- Servers no longer play audio at 0 volume... now they just don't play audio. (Thanks, derhass!)
- Minor fix to using arrow keys in new advanced multiplayer settings screen. (Thanks, Tobias!)

v0.4.2

- New options under Options -> Multiplayer Options to change the default team colors. This is a per-pilot setting, which, when set to Custom, will allow you to change the color of your team and of your opponent's team in Team Anarchy, CTF, and Monsterball. This also affects the CTF flags and related effects, but does NOT affect team-colored lighting in maps. (Thanks, Tobias!)
- Names are shown in their team color in the kill feed and in chat. (Thanks, Tobias!)
- When creating a game, multiplayer team options have moved to Advanced Settings -> Team Settings. You will find Friendly Fire, Team Count, and Scale Respawn to Team Size on that menu. (Thanks, Tobias!)
- When assists are off, they will not display to observers.
- Fix bug with spawns in Anarchy/Team Anarchy games on CTF/Monsterball maps.
- Second minor fix to the Linux build that was broken in 0.4.0. (Thanks, derhass!)

v0.4.1

- In team anarchy, players now glow with their team color when taking damage. (Thanks, Tobias!)
- Improvement to respawn algorithm, now the server will try to respawn you in such a way that makes it so that you are out of line of sight of opponents and opponents are out of line of sight of you. Not perfect, especially on smaller maps.
- New joystick curve editor. (Thanks, luponix!)
- Autoselect improvements.
- Autoselect is now an option under Controls -> Advanced Controls instead of a multiplayer option. (Thanks, luponix!)
- Each pilot now has their own autoselect configuration. (Thanks, luponix!)
- All pilots, existing and new, will import their autoselect configuration from the current pre-0.4.1 autoselect configuration until you delete the file AutoSelect-Config.txt from your Overload data directory.
- You can now reset autoselect options to their default.
- Custom doors now work on the automap. (Thanks, Arne!)
- New advanced multiplayer game setting to turn off anarchy assist scoring (ie: only kills count). (Thanks, Sirius!)
- Now sends full version string to the tracker.
- Minor fix to the Linux build that was broken in 0.4.0. (Thanks, Arne!)

v0.4.0

Features:

- Change default balance settings for multiplayer games only: (Thanks to zero for coordinating, and all the pilots who tested this!)
- Driller direct damage -24.18% (Translates to about -17% driller damage overall)
- Crusher damage -20%
- Flak direct damage -20% (Translates to about -16% flak damage overall)
- Cyclone damage -5%
- Reflex damage +15%
- Hunter direct damage -47.5% (Translates to about -21% hunter damage overall)
- Hunter homing strength -10%
- Hunter speed -12.5% (this is not a recent change, but it's listed to make clear that it's still slower than vanilla Overload)
- Reduced shader cloak is now at 30% opacity to improve it and bring it closer to normal shader cloak. (Thanks, Tobias!)
- New settings to change damage blur and damage color intensity. (Thanks, Tobias!)
- Improved respawn algorithm for anarchy and team anarchy, it no longer disapproves of respawn points more than 80 units away, and now considers walls if the map isn't using inverted cubes.
- Multiplayer match time limit is now configurable from 0 to 20 minutes in one minute increments. (Thanks, Tobias!)
- Observer mode health bars and damage indicators for pilots. (Thanks, Tobias!)
- Notification on main screen when there is a new version of olmod available. (Thanks, marlowe!)

Bug fixes:

- robotdata.txt is now properly read in custom map .zip files. (Thanks, Tobias!)
- Windows will no longer crash on client/server LAN support activation when more than 2 DNS servers are configured. (Thanks, Arne!)

v0.3.9

- Fix for runaway debugging in logs.
- 2% to 8% improvement in FPS from collision mesh not being rendered. (Thanks, derhass!)

v0.3.8

Features:

- New "Always Cloaked" option for multiplayer games.
- projdata.txt files - files that can be used to tweak the balance of the game - can now be loaded for multiplayer games. Put any file starting with "projdata-" and ending with ".txt" in the same directory as olmod, and when you start a multiplayer game you can load that projdata into your game without other players needing the projdata file themselves.
- For single player and challenge mode, map authors can now put projdata.txt files and robotdata.txt files - files that can be used to tweak the balance of the robots - inside their level .zip files, and they will be honored.
- The preset for public anarchy games will now have the default setting for picture-in-picture rear view to be on. You can still turn this setting off in advanced settings.
- TODO: Last feature

Bug fixes:

- Internationalization fix for controller users who don't use decimal points to represent floating point numbers.
- Double the allotted time for a player to enter a map at the beginning of the match from 30s to 60s (should help slow-loading maps on slow computers with synchronized starting)
- Further improvements to lag compensation on bad connections. (Thanks, derhass!)
- Server-side input accelleration is no longer held back when a variable gets desynced. You'll no longer see ships flying a full second behind where they're firing from.

v0.3.7

Bug fixes:

- Fixed disconnected pilots leaving behind "ghost ships" that appeared to be eating shots. (Thanks, Tobias!)
- Fixed a number of CTF flag duplication issues.
- Fix to prevent powerups from being picked up by 2 players simultaneously.
- Fixed minor bug with lag compensation implementation. (Thanks, derhass!)

v0.3.6

Features:

- New lag compensation mods. In short, on default settings, you should be able to more clearly hit ships and more clearly dodge incoming fire at the expense of ships jumping around somewhat when they change trajectories. Settings to fine tune your experience - or turn this off - are found in Options > Multiplayer Options.
- Automap in multiplayer. This uses the quick save key bind from single player as opposed to the existing automap key to avoid confusing with the automap key's purpose in multiplayer.
- Additional autoselect options exist to determine what to do when you pick up a weapon higher than what you're holding but you are holding the fire button down.
- Parts of the player snapshot have been uncompressed to fix ship position quantization in maps that don't stay near the origin.
- Controller Axis Settings are now numerical sliders for more fine tuning.
- You will now clearly see if you are **MODDED** on the main menu.

Bug fixes:

- Potentially seizure-inducing flashing in VR fixed. (I'm not kidding, it really was THAT bad.)
- Swapping to a higher primary won't eat your thunderbolt charge, you'll get to fire it first.
- CTF flag pickup text should make more sense.
- CTF Boost and Classic Spawn are now correctly implemented for match preset JSON files.
- Team anarchy no longer uses the 3*K+A formula to sort players, it now sorts on kills, breaking ties with assists first, then least deaths.
- Minor tweak to new primary spawns to help ensure extra weapons do not unexpectedly spawn.
- Exceptions with creeper sync have been resolved.
- Crusher/Lancer anti-cheat was relaxed somewhat to address issues from players that keep the button held down, then quick released and re-pressed the button, which would falsely trigger the anti-cheat code.
- .sh files pulled from the repo on Windows and then ported to Linux will now have proper LF line endings. You may need to remove and reset your .sh files for this to take effect.

v0.3.5

Modding (using DLLs that start with Mod-) is now disabled by default. To enable modding, you must pass the "-modded" command line switch to olmod. You will know this works and your mod is enabled by seeing the word `**MODDED**` as part of your version number. Works for servers as well, modded servers can be seen in the multiplayer lobby (the width of the text for the server version has been expanded for this purpose).

The default method of primary weapon spawning in multiplayer maps has been changed. For players, all you need to know is that you will see more consistent primary loadouts in levels, and that the Lancer will start spawning in JIP games when certain player thresholds are met (this threshold varies by level, which is 5 for Backfire and maps that don't set these values such as Burning Indika v1.1). For map designers, here is what you need to know about the multiplayer mode file:

- The "percent" field - which wasn't really a "percent" - on fields such as $weapon;IMPULSE;2.0 is now a weight. This means that something like giving Imuplse a weight of 2.0 and Driller a weight of 1.0 is no different from giving the Impulse 50 and Driller 25, or Impulse 0.2 and Driller 0.1. Previously, the higher the number, the *more* of that weapon would spawn, and numbers too high would potentially put a primary's spawn rate at 100%.

- Previously, the game capped the number of available primary spawns at whatever was in the weapon count 8 field, regardless if there were more players than 8 in the game. This cap has been lifted. For instance, if you have $weapon_count2;2 and $weapon_count8;8, today 10 players would give you a maximum of 8 primaries spawned in at once. Now, you will get 10.

- Whether or not the Lancer spawn is controlled by three things. First, if you set $weapon;LANCER;0, you will never see a Lancer. Second, if you set the new command $lancer_players;4, you will not get a Lancer until there are 4 players in the game. The number 4 is adjustable, if you want there to be 8 players before a Lancer is spawned, you set $lancer_players;8. Lastly, if you do not specify $lancer_players, olmod will fallback on old behavior. I'm not going to go into the formula to what this behavior here is, because it's complex and isn't exactly the greatest piece of code in Overload. Generally, the lower the weight of the Lancer is ranked among the other primaries, the more players that will be required for it to spawn.

- Finally, the max number of players is re-evaluated every time a weapon spawn happens. That means as more players join via Join in Progress, more primaries may be available if the map maker allows for it. This also means that if you fall below the player threshold for the Lancer to spawn, it will stop spawning until the player threshold is met.

Autoselect is now available for multiplayer games. To enable, you must go to Control Options -> Advanced Options and set Primary Auto-Select to Never. You modify autoselect settings on the same screen you modify your loadout, ship graphics, and modifiers, the Multiplayer -> Customize menu. Order the weapons you wish starting with the weapon you want to select always on top. You can "X" out a weapon to make sure it never gets selected. Also, never miss a devastator autoselect with the alert option. Autoselect can be enabled for primaries, secondaries, both, or neither. For Classic Spawns mode, Impulse+ (dual Impulse) is treated as being below everything in the list. If you don't want a weapon to be selected above Impulse+, simply "X" it out. Note that this will affect what weapon is selected in your loadouts. For instance, if you have a loadout with Impulse, Thunderbolt, and Hunters, and you have Thunderbolt higher than Impulse in autoselect, you will now start with Thunderbolt selected, and NOT Impulse. Works for missiles, too.

New advanced settings are available for multiplayer games:

- Allow Rear View Camera (defaults off). This option allows players to use the rear view camera. Note the cheat code has been removed. You can now turn on rear view in Cockpit & HUD options.

- Scale Respawn To Team Size (defaults off, only available in team games). This option will scale a player's respawn time after death to be equal to the number of players on their team.

- Classic Spawns (defaults to off). In this mode, you do not get loadouts, but rather you start with Impulse+ (dual Impulse) and Falcons, and must collect the primaries you wish to use. When you pick up an Impulse, you will be rewarded with the Impulse++ Q upgrade which gives quad Impulse. Further, you are unable to pick up copies of weapons you already have, and spewed primaries from destroyed ships will disappear after 30 seconds if not collected to prevent level clutter.

- CTF Carrier Boosting (defaults to off, only available in CTF). This option will prevent flag carriers from using boost in CTF. It will be shown in the UI by your boost always being in an overheat state. Note that this is a change in defaults. In 0.3.4 and prior it was always on.

- Loadout Settings -> Allowed Modifiers (defaults to all modifiers allowed) - Allows you to fine tune which modifiers are allowed in the game. If a player comes in with modifiers that are not allowed, they will be prevented from readying up, and will have to select one of the allowed modifiers before playing. They will be forcefully removed from the game when it starts up, and will not be allowed in a join in progress game with the wrong modifiers.

An attempt has been made to work around the known issue of ships being invisible when you join a multiplayer game in progress.

The multiplayer level selection screen now properly shows map descriptions.

entity_trigger_box_lava_alien and entity_trigger_box_lava_normal entities from the editor are now enabled in game.

Shenanigans, methinks.

v0.3.4

Fixed a bug with silent thunderbolt.

v0.3.3

- VSync options no longer assume 60 Hz, and the left arrow now works for it.
- Sniper packet projectiles are now seen correctly by other clients for all primaries except thunderbolt. Thunderbolt and all secondaries were already being seen correctly by all clients. This should make receiving damage from most primaries feel more consistent.
- Major JIP fixes, including preserving player scores, making players inactive until they spawn, and correctly-synchronized weapons.
- Creeper sync has been expanded to include time bombs.
- Projectiles are no longer able to be seen coming through walls on maps with multiple chunks. These projectiles would not cause damage, but were confusing to players.
- Thunderbolt charge and cyclone fire rate will no longer hold over after a death if you're holding the primary button down when you die and when you spawn.
- CTF flag duplication should no longer occur.
- 10 FPS floor for client-side ticks removed from multiplayer games.
- Race mode times are now displayed in m:ss.fff format.
- Servers should no longer crash when maps have missing resources, it should just bounce clients back to the lobby and continue functioning normally.
- Console now accepts left key input.
- Attempt to make GSync dnSpy fix more consistent.

v0.3.2

- Client-side handling of games that use maps with missing resources. Clients will now be booted to the lobby in this case. Servers still crash, and is being tracked in issue #33.
- Match Presets left arrow now works.
- Sniper packets mod is now on by default, and no longer has an option to be turned off. The only time a v0.3.2 server should start a game without the sniper packets mod is when the client that starts it does not have the sniper packets mod.
- Clients without the sniper packets mod can now join games with the sniper packets mod, but won't have the benefit of sniper packets enabled for them.
- Devastators will still exhibit some strange client-side behavior, and is being tracked in issue #29.

v0.3.2-beta.2

* Potential bug fix to other players' devastators remaining in the game as a broken physics object after being manually detonated.
* olmod.sh can now be ran from any directory if you provide the -gamedir argument for the path to the Overload executable.

Note: v0.3.1.3 and earlier clients will still be able to start and play games on v0.3.2-beta.2 servers. However, if a v0.3.2-beta.2 client starts a game with sniper packets, v0.3.1.3 and earlier clients will not be able to join.

v0.3.2-beta.1

- Replaces default networking model with a sniper packets style, resulting in more consistent network play.

- Better synchronizes energy, ammo, weapon choice, missile counts, and devastator firing/triggering when using sniper packets.

Note: v0.3.1.3 and earlier clients will still be able to start and play games on v0.3.2-beta.1 servers. However, if a v0.3.2-beta.1 client starts a game with sniper packets, v0.3.1.3 and earlier clients will not be able to join.

- Fix for observer first person view

- Add view player option to observer mode, by roncli

- Fix for observer joining in progress match

- Fixed creeper sync server controlled explosions

- Add creeper sync support

- Join-In-Progress: Better support for joining while match starts/ends

- Fixes for server browser (support old game build, fix lan/internet match after using server browser, allow esc key)

- Added server browser by Tobias
- Fix boost reset on spawn fix

- Fixes for upcoming Overload version

- Support for upcoming Overload version

- Fix partial team mode in race mode

- Better support for no lap limit
- Changed lap limit setting increments
- Fixed race mode scoreboard sorting
- Default to instant respawn for race mode
- Fixed bumping sound after leaving match
- Fixed 3 or more team matches

Added Race mode by Tobias
Support for mac
Show current team score when joining in progress match
Reset boost heat on respawn
Mod loading speedup

- Added fire macro/mouse wheel prevention by roncli
- Added sudden death option for MB/CTF matches by roncli
- CTF: Score on touching flag instead of goal
- CTF: Fix scoring when flag is returned
- CTF: Disable flag pickup when dying

- Added O1L match preset
- Preserve LD_PRELOAD on linux by derhass

Changes since 0.2.7.2:
- Added MP Presets by Tobias
- Less strict item pickup for inverted segment MP levels, originally by terminal
- CTF: Added lost flag return timer
- Show HUD messages and flag status on MP death screen
- Added long MP password support by Tobias
- Increased simultaneous sounds to 512 (formerly mod-moreaudio)
- Disable super spawn when no spawnable items specified
- Support for internet server ping

- Disable sometimes unreliable 'grate' pickup check in MP
- Added long MP password support by Tobias

- Added MP Presets by Tobias
- Increased simultaneous sounds to 512 (formerly mod-moreaudio)

CTF return timer fixes

- CTF: Added return timer

- Disable super spawn when no spawnable items specified

- Fix Impulse in Warrior loadout when used with Bomber (serverside)
- Disable super alarm in levels without super spawn (serverside)

- Always make all MP loadouts available and use impulse instead of reflex for Warrior (with help from terminal)
- Fix for missing doors and teleporters in MP levels

- MP server support for new tracker (by roncli)
- MP hunter speed reduced (for updated client & server)
- Client side homing tracking improved (by terminal)
- Prevent power-ups moving through ceiling in outdoor levels (by terminal)
- Added Join/Create again after match
- Fixed JIP team balancing
- Added internet server (without olproxy)
- MP damage log includes weapon lava explosions

- CTF: possible fix for persistent halo
- CTF: pickup sound changed to be less similar to super sound (by terminal)
- MP teams: added red enemy arrow to name in hud (by terminal)

- Added MP Capture The Flag (CTF) mode
- Observer mode visibility fixes by roncli
- MP Prev weapon switch fix byTobias
- Added "Create open match" to enable JIP more easily
- Disabled door opening when nearby in MP (with updated server)
- Fix for MP door visibility in some levels (with help from terminal)
- Added support for crystals and more fans/monitors in custom levels (with help from kevin)

- Adds MP level select screen

- Adds game stats tracking, by roncli

- Hopefully fixes team imbalance with JIP

- Fixes already exists with new level version on level download

- Disables weapon speed/lifetime randomization in MP

- Support for multiple level versions in level download

- Observer: double movement speed, show thunderbolt/missiles (server side fix), skip more level deactivation

- Join in progress: auto level download, fix for 0ms ping

A few client only changes:

- Sorts MP level list by name (by Tobias)

- Adds custom mod loading, add mod-xxx.dll assembly to olmod directory

- Adds -frametime command line option

- Allows spawn data for custom MP levels

- Allows custom music in custom levels

- Adds Internet match option with built in olproxy

- New server stat log with JSON output (by luponix)

- Experimental client side MP level download

- MP fixes: assist calculation (by roncli), no extra new weapon pickup sound, show olmod server version

- JIP fixes: match time no longer resets, shows joined player, fix for join in lobby

- join-in-progress fixes: join as observer, loadout data, preserve kda/time in match, start 1 player match

- console: option to enable console key `

- console commands: xp, reload_missions, mipmap_bias, ui_color

- -gamedir option

- Join in progress support

- Shoot to open doors in MP (by terminal)

- Paste in MP password field with Ctrl+V

- Monsterball: fix linux support, better weapon balance, use thunderbolt charge, only score with ball, support wind tunnels, no score after game ends (by terminal)

- Fix empty anarchy lobby bug

- Fixes for more than 8 players: joining, lobby UI, assist finding

- More monsterball tweaks: drag, speed cap, thunderbolt (by terminal)

- Removes log spam on windows server

- Added MP homing fix by terminal

- Added monsterball tweaks by terminal (weapons now hit monsterball, no more suicide penalty)

- Fix for CM/SP no damage bug, reported by sLLiK

- Hide empty teams, suggested by Yoshimitsu

- Observer & more teams fixes

- Added game stats log (by luponix)

Added support for up to 8 teams

- More 16 player tweaks, it appears to work now

- Added `frametime` non-cheat code and `rearview` cheat code

- Customize robot / projectile (weapon) data

- Stability fix for observer mode

- A few stability fixes for the Windows loader

- Added MP observer mode

- Attempt at MP 16 player support, not working currently

- linux support

Known bugs:

- observer mode fails if the game does not have focus when the match starts

Initial version

Recent Commits

4f1855c Merge pull request #184 from tobiasksu/issue180

Fixed color variable getting clobbered by ping color assignment for CTF/Monsterball
557bad9 Merge pull request #183 from arbruijn/ambientunload

Unload ambient sounds at level end
a57220b Fixed color variable getting clobbered by ping color assignment
6ae37b7 Unload ambient sounds at level end

This fixes missing custom ambient sounds when the level is restarted.
c008eab Merge pull request #181 from tobiasksu/mp_thunderbolt

MP Thunderbolt tweaks
6c9655c MP Thunderbolt tweaks:

- Self damage now does 4dps (3.6dps if you use Armor Toughness)
- Self damage now starts at max dps, it no longer ramps up
- Overcharge audio notification is in
- Bolts closer together
cebe364 goodnight
b047752 Merge pull request #177 from derhass/for_roncli/linux_glibc_fix

linux glibc fix
7d3f0fe Merge branch 'master' of https://github.com/overload-development-community/olmod
357f958 Add -missionpath argument that loads missions from an arbitrary directory.
8593df1 Linux: makefile: Actually use the defined CFLAGS for building olmod.so
ab98f8d Linux: add support for glibc >=2.34

olmod.so was relying on the internal glibc function _dl_sym() being
publically exported by the glibc. However, this is an internal function
of glibc which never was part of the official API/ABI. In glibc-2.34,
the visibility of this function was changed to "hidden", making olmod.so
fail to load with
`symbol lookup error: ./olmod.so: undefined symbol: _dl_sym`.

As a replacement, this patch uses dlvsym(), which is part of the official
glibc API/ABI so it won't go away in the future. This is also available
since a very long time, so it will also work on older glibc versions.
3161feb Merge pull request #175 from tobiasksu/issue174

Fix for intermittently empty Server Browser list
71a5f00 This problem manifested itself when OneEyedJohnny's server comes online - it must be old enough that there's no data flow for a version string to tracker -> server browser. Server browser choked populating the server list doing a string replace on a null string
d627a66 Missed a readme save.
21e204a Update changes for next version.
8bb086a Version 0.5.3.
b714bbf Merge pull request #173 from tobiasksu/issue172

CTF/Monsterball Scoreboard visual scrunching
7bcd1ef CTF/Monsterball scoreboards were missing ref passing for position information, resulting in scrunched scoreboards
bb5bf8f Merge pull request #171 from derhass/for_roncli/optimize_ship_dive_in_limit

small optimization for lag compensation dive-in limiter
91c5e94 Lag compensation dive-in limiter: small optimization

We can skip the `SphereCast` calculation altogether if ship's
extrapolation distance (due to slow movement or low player ping) is
shorter than the maximum allowed dive-in distance.
64fc4f4 Merge branch 'master' of https://github.com/overload-development-community/olmod
a419730 Add version to server browser.

Fixes #163.
acaeb82 Merge pull request #170 from derhass/for_roncli/add_ship_dive_in_limit

Lag compensation: add option to limit how far ships might dive into walls.
7e8b681 Don't give teammate bonus to a spawn point if an enemy is within 8 cubes.
d414efb Lag compensation: add option to limit how far ships might dive into walls.

This adds the new menu option "LIMIT SHIPS DIVING INTO WALLS" to the
advanced lag compensation settings. If activated (>0), ship extrapolation
will do an addition `SphereCast` to check wether extrapolation would place
ships into walls (or lava), and limit the maximum dive-in range.

The menu option controls the percentage of the diameter of the ship's
enclosing sphere which must always remain visible, setting it to 100
will prevent ships from diving in at all.

Drawback if this is activated:
- Ships will abruplty stop and appear "stuck" at the wall for short moments
(instead of diving in further)
- Additional computational overhead if enabled (setting > 0), although
it did not make a noticable difference in my tests. YMMV

Default is 0, so people have to explicitely enable it if they want it.
15f5b23 Version 0.5.2.
3784fce Enable crusher trails.
36ec258 Remove crusher from weapon lag compensation.
3364dfa Do not reset server browser to page 1 on refresh.
7cf5a27 Make death explosions full by default, and apply reduced explosions to multiplayer only.
529392b Improved crusher trails.
2e68863 Typo fix.
0b72e3e Balance updates.

Cyclone: -7.4% damage, -20% speed
Crusher: -12.8% damage, added a muzzle flash
Hunters: +5.6% homing strength, restoring half of the homing strength lost in the last nerf
74e7e04 Merge pull request #169 from luponix/master

Fixes "Roll Left 90" leading to the curve editor and hides the weapon swap messages from respawn swaps
3fe781a Merge pull request #166 from tobiasksu/mp-deathexplosion

Add Multiplayer Option to allow for reduced ship explosion effects
72061b2 Merge branch 'overload-development-community:master' into master
9e32206 Actually version 0.5.1.
fedbf1f Merge branch 'overload-development-community:master' into master
8c863cc Version 0.5.1.
263fed1 CPU usage fixes, don't consider doors to break line of sight for spawn algorithm.
b921687 Version 0.5.0.
3f1ff2a Update on gsync fix.
da9c19d Add Multiplayer Option to allow for reduced particle effects during death roll/explosion
4fdf6b6 Make stickiness of death summary optional.
ec9db95 Change death review key to use boost.
bb3d726 Scale teammate bonus to prevent spawning on top of another teammate.
df3ed2b Fix bug with holding down toggle through end of death.
fcb5d1a Filename change.
c2188a6 Merge branch 'death-summary-centered'
7716fef Clear countdown screen when toggle is pressed down.
3ccbd58 Restrict "sees teammate" bonus to 20 units.
8261c54 Syntax fix.
952b048 Remove unnecessary conditionals.
ccaf3e5 Center the death summary, make the toggle key work by holding down to see details rather than making a press toggle the display.
87f46cd Fix vertical offset in debugging.
c3e8158 Update gsync fix to still do 120ish FPS in main menu, but unlimited elsewhere. Moved to its own mod.
5d22348 Respawn code refactor, perfromance improvement, increase "don't spawn close" distance to 15f, increase "LoS cone" from 30 to 60 degrees, less information in debugging display.
5664e15 Remove extra debugging.
22ef0e2 Move resolution menu fix into menu mod.
6d8789b Move commented-out code to enable Arena into the Monsterball code.
abfdd2d Merge pull request #164 from luponix/mp-deathreview

Fixes for inconsistent spacing and to many damage sources per category
ebd3ad4 Fixes for inconsistent spacing and to many damage sources per category
ef31047 Don't draw rear view when you're dead.

Fixes #156.
4bf5fa6 CRLF.
246d387 Merge pull request #162 from tobiasksu/mp-deathreview

Add "deathreview" to MPTweaks capabilities system (addresses Issue #160)
f372285 Add "deathreview" to MPTweaks capabilities system (addresses Issue #160)
89c0c5e Merge branch 'overload-development-community:master' into mp-deathreview
05380cb Fixes spacing for damage values greater than 99
ed17a2b Reduce bonus to spawning near teammate, and ensure a teammate is not too close to a spawn point.

Fixes #157.
70401fd Merge pull request #159 from derhass/for/roncli/fix_first_spawn_error_smoothing

Fix "ship flying through walls" on first spawn.
1e3bc5c Adds a toggle button for the death summary
9441280 Adjusted the background texture
cb2fe9a Hides the weapon swap notification on respawn and attempts to fix the occasional empty missile name
e7ab418 Fixes that selecting the first "Roll Left 90" binding option opens the curve editor
6912de8 Do not turn on manual interpolation while player still is in `m_pregame` state.

This attempts to adress issue #155.
d9351a6 Prefer spawning near teammates if it's not dangerous.
6d313e3 Committing an attempt at a VR scale mod based on Raicuparta/unity-scale-adjuster, however it does not seem to work correctly. More work will be needed to resolve this.
0dda782 Merge pull request #151 from tobiasksu/mp-deathreview

Add Damage Review on Death
8419810 Do not drop lancers on death in MP.
9a836dd Merge branch 'mp-deathreview' of https://github.com/tobiasksu/olmod into mp-deathreview
d2e971c Revised UI layout
8eba101 Revised UI layout
60b4ec4 Only consider a racer finished if there was actually a lap limit.
0a0ae8b Reduce spewed missile counts in MP to spawn amounts. (3 fals, 10 mps, 6 creeps, 2 hunts)
0e13686 Merge pull request #150 from tobiasksu/cloakhud

Increase opacity of HUD elements when cloaked
6b8b847 Fix bug with segments being marked as no pathfinding not being included in pathfinding. Go figure. Also added new dump_segments command.
d0672de Add `toggle_debugging` console command. For respawn code, only consider LoS angle from someone who actually has direct line of sight on the spawn point. Increase LoS angle to 30 degrees.
6edf7b0 Increase opacity of HUD elements when cloaked
7ddb1fd Add semi-opaque backdrop
00f1b7f Add semi-opaque backdrop
6a2c50b Incremental update
5fffdde Incremental update
7367f58 Re-based to catch recent olmod updates
8195c8e Merge pull request #149 from tobiasksu/issue148

Button in Sound Options to reinitialize audio device (Issue #148)
52a7478 Button in Sound Options to reinitialize audio device (Issue #148)
88e9c28 This should now be functional and hopefully just pending UI tweaks/enhancements
031fa33 This should now be functional and hopefully just pending UI tweaks/enhancements
d87292a Initial commit, seems functional
65bc2c4 Initial commit, seems functional
roncli.com Media Player