Releases: YaLTeR/SourcePauseTool
Nov 16 2019
The changes in this release are by @Jukspa.
- Fixed the rear view mirror not working in HL2.
- Fixed the crash on SteamPipe when jumping.
Aug 23 2019
The changes in this release are by @Jukspa.
General stuff
- Fixed Portal 2 and BMS retail crashing when jumping.
- Added autojump pattern for BMS retail (thanks 2838).
- Fixed bug with
_y_spt_setangle
not working at all.
TAS stuff
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.
May 12 2019
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.- Added a noop character -
<
. - Added alive checks and jumpbug conditions for searching.
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 commandy_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.
Dec 11 2018
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.
Sep 28 2018
The changes in this release are by @Jukspa:
- Added vectorial strafing:
tas_strafe_vectorial
tas_strafe_vectorial_increment
tas_strafe_vectorial_offset
tas_strafe_vectorial_snap
- Added
y_spt_canjb
which checks if a jumpbug is possible at a given height given the current player position and vertical speed. - Added an overlay functionality which can be used to draw either a rear view mirror or the save or angle glitch camera view in Portal (this probably only works in 5135):
_y_spt_overlay
_y_spt_overlay_type
_y_spt_overlay_portal
_y_spt_overlay_width
_y_spt_overlay_fov
_y_spt_overlay_swap
Feb 6 2018
@TheProJamer:
- Added support for a bunch of different engines and extended support for already supported ones
- Added
tas_strafe_jumptype
for toggling between ABH, forward bhop, glitchless - Re-enabled
tas_strafe_lgagst
Me:
- Added support for Dark Messiah of Might and Magic, including
y_spt_on_slide_pause_for
Aug 2 2017
- Added
_y_spt_afterframes_wait
(thanks @Ramalayha). - Added
y_spt_cvar_random
(thanks @Ramalayha). - Added
tas_strafe_glitchless
(thanks @TheProJamer). - Fixed
y_spt_stucksave
not working on 4104.
Dec 14 2016
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
v0.7-beta1
Added OE support, renamed some stuff into _stuff and setpitch/yaw/pitchspeed/yawspeed don't work in OE yet.
v0.6
- Fixed a crash which occurred sometimes if SPT was loaded before certain libraries.
- Changed the logging to messaging, this way the console output works in the most recent games.
- Removed the CheckJumpButton client dll hook, it can be used only for multiplayer games' prediction and those are not supported yet.
- Improved the start-up performance with the use of threading.
- SPT now outputs how much time its loading process took.
- Added y_spt_cvar for cvar manipulation (works on any cvars, including the hidden ones).
- Added +y_spt_duckspam and -y_spt_duckspam, which, when activated, presses +duck every other frame.
- Added _y_spt_setpitch and _y_spt_setyaw as well as _y_spt_pitchspeed and _y_spt_yawspeed.
- Added _y_spt_getvel.
- Renamed y_spt_afterframes to _y_spt_afterframes, y_spt_afterframes_reset_on_server_activate to _y_spt_afterframesreset_on_server_activate and added _y_spt_afterframes2.
- Changed some warnings a little.
- Added patterns for Estranged Act 1 (Beta).