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Arena2 RC1 Redesign#209

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YoYoBobbyJoe wants to merge 44 commits intomasterfrom
Arena2-New-Assets
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Arena2 RC1 Redesign#209
YoYoBobbyJoe wants to merge 44 commits intomasterfrom
Arena2-New-Assets

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@YoYoBobbyJoe
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This branch introduces a new Arena2 version, RC1, featuring a significant change in the art pass for the flagship map. More additions are planned for the future, but this is a good starting point to run D PUGs to ensure everything plays just about the same.

To those worried about surface properties being different between surfaces like concrete, dirt, and tile, another branch equalized the major brush surface properties a couple of weeks ago.

allvei and others added 30 commits May 1, 2025 23:35
Also adds better docs for Convars for mouseover hints.
Signed-off-by: Mark <mark.veiermann@gmail.com>
Removed random float multiplier from velocity vector
Added a tickrate multiplier to replicate roll behaviour on 128tick
This does not completely fix the pipes, but it's an improvement on
all tickrates.
Had unintended side effects on trajectory
Signed-off-by: Mark <mark.veiermann@gmail.com>
Also adds better docs for Convars for mouseover hints.
…155)

* Options for jack crosshair customization

Added convars to change the appearance of each type of reticle in the
game

* Fixed reticle convars + added new assets

Fixed crashing when changing some convars on the main menu

Fixed bounce reticle not reloading unless player is holding the ball

All reticle file convars now search in "reticles/" (prepended).

Changed default filepath of reticle convars to blank ("").

Entering "" for any file cvar uses the default TF2 asset,
otherwise users can just type the filename of a vmt within the reticles
folder.

Added many new crosshair assets

Added cvar to disable alpha blink (#123)

* Added alpha command for when teammate blink is 0

p4ss_crosshair_teammate_alpha [int]
#123

* Fixed reticle updating and added more assets

Bounce reticle was not correctly updating, fixed
Added many new reticles for the inner bounce crosshair

* Change p4ss_ convars to pf_

Signed-off-by: Mark <mark.veiermann@gmail.com>

* Fixed reticle convars + added new assets

Fixed crashing when changing some convars on the main menu

Fixed bounce reticle not reloading unless player is holding the ball

All reticle file convars now search in "reticles/" (prepended).

Changed default filepath of reticle convars to blank ("").

Entering "" for any file cvar uses the default TF2 asset,
otherwise users can just type the filename of a vmt within the reticles
folder.

Added many new crosshair assets

Added cvar to disable alpha blink (#123)

* Fixed reticle updating and added more assets

Bounce reticle was not correctly updating, fixed
Added many new reticles for the inner bounce crosshair

* Changed ball outline colors for red and neutral

In the code, these files use (245,231,222) for neutral
which is noticeably tinted red, especially when side-by-side with
other white UI elements. Changed it to use pure white to match trails,
crosshairs etc.
Also changed red reticle color to be a lighter shade than the trail.

* Added PF logo crosshairs

pf = inner section (uncolored)
pf_pt = inner section (green)
pfring = outer section (uncolored)

including the green one as it could be used as an override
for example on the neutral ball it will appear green instead of white

* Added override vmt for red ball trail

Darkens the red ball trail slightly to mirror BLU colors

* Re-converted all crosshairs to improve quality

Changed from DXT1/5 compression to BGRA8888
Added mipmaps to all vtfs to reduce pixel shimmering effect
at distances/angles.
This increases the filesize of each vtf but the smoother rendering
is definitely worthwhile.

* Added ball trails + increased quality of default

No implementation for changing trails while ingame yet
Added vmt to override default trail with higher quality version
of the default trail
Change filepaths in vmts to use, also seems to require game restart

* Fixed a few bad vtf crosshairs

Also added p1fix, matches plfix and p2fix
(Version of default crosshairs with filtered mipmaps)

* Add pf_trail to change ball trails while ingame

Changed default trail filepaths to /trails
Supports custom trails using the vmt name format provided

* Remove old trail filepaths

* add ball holding indicator overlay with convar

pf_crosshair_ballindicator 1
currently hardcoded to ballindicator.vmt
included vmt and vtf for testing

* Better ballindicator and add custom file cvar

changed enable cvar to pf_ballindicator (0/1)
added pf_ballindicator_file (path)
Use "player has ball" logic instead of "passtimegun" to make
crosshair drawing much more responsive

* Unify crosshair color commands to one RGB convar

removed cl_crosshair_red/blue/green
added cl_crosshaircolor (r g b)

* Add teamcolored bool for ball indicator crosshair

pf_ballindicator_teamcolored 0/1
Uses colors from the ball outline defined in tf_hud_passtime_reticle

* Change reticle teamcolors to be same as others

Simplified teamcolor code for the reticles
Now uses same teamcolors as balloutline and ballindicator

* Add scale convar to ball indicator

pf_ballindicator_scale
Scaling allows for any size file, meaning you can use
any of the included reticle vtfs as ballindicator if you prefer

* Unify ball reticle color commands into RGB convar

Removed:
pf_crosshair_inner_r
pf_crosshair_inner_g
pf_crosshair_inner_b
pf_crosshair_outer_r
pf_crosshair_outer_g
pf_crosshair_outer_b

Added:
pf_crosshair_inner_color (r g b)
pf_crosshair_outer_color (r g b)

* Revert pf_trail addition

This reverts commit cde4a42.
!! Only reverting the code, leaving the assets in directory as we
may still be able to use them (or players can use them to
replace trails clientside manually)

* add: basic VTF crosshairs

for use with cl_crosshair_file
storing in /vgui/crosshairs/ for consistency with base game crosshairs
e.g.
cl_crosshair_file "crosshair7" = base tf2 crosshair7
cl_crosshair_file "1" = 1.vmt

* changed tf_crosshaircolor to tf_crosshair_color

* fix: override default trail colors

was accidentally reverted with pf_trail fix

* renamed p4ss_ convars to pf_

---------

Signed-off-by: Mark <mark.veiermann@gmail.com>
Co-authored-by: Mark <mark.veiermann@gmail.com>
fix: viewmodel bug introduced in #152
fix: custom animation to hide original left hand
Signed-off-by: Lucy Faria <rafploooz@gmail.com>
Closes #172
Closes #173
 - Moved ball indicator logic around to always show if cvar is enabled
 - Moved ball indicator draw to after crosshair so it draws on top
 - Changed ball indicator scale factor to default 32 to match crosshair
Scale 32 causes non-pixel-perfect rendering, defaults should be
31 to get 1:1 rendering of the vtfs. Not sure if this applies to
2160p or 4k but the overwhelming majority play on 1080p where this
does definitely apply.

I tried to fix this properly but the math kicked my ass.
Can revert this later if offwhite would match better with final hud
@YoYoBobbyJoe YoYoBobbyJoe self-assigned this May 19, 2025
@YoYoBobbyJoe YoYoBobbyJoe added the assets Involves packaged game assets: sfx, models, textures, HUDS, maps label May 19, 2025
@YoYoBobbyJoe YoYoBobbyJoe marked this pull request as draft May 19, 2025 18:07
@YoYoBobbyJoe
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WHY does this have 43 commits? Whatever man. I made it a draft anyway, since it would make more sense to just build off of the branch and PR it once the map is actually fully complete and finalized.

@YoYoBobbyJoe YoYoBobbyJoe linked an issue May 20, 2025 that may be closed by this pull request
@YoYoBobbyJoe
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Writing issues/additions down here as I remember them. Need to fix the compass. The env_sun isn't visible.

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Arena2 Remaster

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