STEAM GROUP
Aim Academy ⋞⊹⋟
STEAM GROUP
Aim Academy ⋞⊹⋟
3
IN-GAME
24
ONLINE
Founded
9 June, 2015
Language
English
Location
United States 
ABOUT Aim Academy

Welcome to the Aim Academy

aim /ām/
noun
i. a purpose or intention; a desired outcome.
ii. the directing of a weapon or object at a target.

academy /əˈkadəmē/
noun
i. a society or institution of distinguished individuals, that aims to promote and maintain standards in its particular field.

Group Information
What we are, essentially, is a HL2DM community that offers all a focused, minimally-explosive, propless environment to discipline- or even boast one's aiming ability. Shotguns are scarce and all explosive weapon pick-ups, including frag grenades and smg1 grenades, are simply nonexistent.

Aim Academy includes an AI system which handles many of the in-game processes on the community server- including steam group invitations as well as player-issued reports.

You are allowed to use anything you have or obtain, but the .357 and crossbow will be the weapons of choice here. It's time to aim.

Connect With Us!
Official server IP: 74.91.125.26:27015


LIVE player stats![mag.hlstatsx.nfoservers.com]
POPULAR DISCUSSIONS
VIEW ALL (5)
RECENT ANNOUNCEMENTS
Patch v1.5
Happy belated Easter, you Aim Eggademites!

Sorry it's been a while since the last update. I keep losing people close to me and I've gotten distracted with some other stuff. However, I've been working on a lot of things behind the scenes, and I'm excited to share some of them with you today!

Aim Academy v1.5 is now LIVE.

Updates

Modality
I've brought modality to Aim Academy. The Aim Academy environment now exists as a "primary" mode on the server. With this, in honor of Skye, and in loving memory of her late great mother Lady "GiGi" Mortisha, I've begun the process of restoring Skul`Shock to its former glory- issue '!run ss' to check it out! This command can be used to initiate a vote to change to any other mode on the server or to change the map. There are now various modes on the server which can be seen via the '!list' command.
  • Implemented that one thing the entire HL2DM community have been searching over a decade for. Yes, I mean movement. Movement how it used to be, in the good ol' days. Because I can.
  • Wall jumps. I have finally implemented wall jumps! These are currently only active on the Aim Academy mode. While in the air, double-tap the directional key (A or D) opposite of the wall you're attempting to wall jump off of. Wall jump height is now dynamic relative to player velocity and is also clamped. It should also be noted that players have a maximum of 3 wall jumps before they are required to touch the ground in order to wall jump again.
  • Cleaned up console and chat output as well as notifications. Console spam and unnecessary ConVar changes are no longer sent to the player
  • Integrated the old interface into the new core and infrastructure. Rewrote entire core and code base. Everything is playing nicely together in both the front-end and back-end, but updates and improvements will be made consistently.

Other notable changes:
  • A match system is now in place for select modes via the !start command
  • The stripper is no longer used at all
  • Each mode now has its own corresponding mapcycle
  • Added playermodel-specific wall jump sounds
  • Rewrote entire wall jump plugin using new methodology for key press and wall jump detection
  • Implemented bilateral horizontal velocity to wall jumps so that the player is now pushed away from wall
  • Added interactions between wall jumps and auxiliary power
  • Added wall jump animations
  • Fixed some engine-side sound bugs

Bug Fixes

The following bugs have been squashed:
  • Fixed bug that allowed players to wall jump anywhere as long as they held an item in their gravity gun
  • Fixed bug that was giving players infinite sprint after wall jump
  • Fixed firing and landing animations
  • Fixed bug where jump animation would stop completely if called again before finished
  • Fixed bug that allowed players to jump off the same wall multiple times in succession while also specifying the ability to wall jump off specified adjacent walls
  • Fixed minor bug that allowed players to perform a double wall jump if the directional movement key was pressed three times in quick succession while also negating wall climbing and other cheesing mechanics
  • Fixed bug that was changing maps without maintaining the current game mode
  • Fixed bug that was killing weapon spawn entities unintentionally
  • Fixed bug that was altering the amount of grenades players spawned with
  • Fixed bug that was causing the weapons players spawned with to carry over from game mode to game mode
  • Fixed bug that was keeping stats from being logged to site

What's Next?
In the future, I plan to create a better method of diminishing the sprint delay caused by OB. I currently have a method that works perfectly and does not involve reverse engineering binaries and byte patching, but I'm lacking control over the auxiliary power due to the bitwise processes used in the creation of the original multi-device power system. I also plan to begin work on a new mode that most Half-Lifers won't be familiar with- but that's quite ambitious, wish me luck.

Lastly,
Big thanks to the one and only for inspiration, encouragement and testing. Also thank you to to New Guy and Xeogin for further testing and feedback.


It's time to aim.
-LIGHT

Patch v1.4
Merry Christmas Aim Academites!

Wait, has it really been almost 4 years!? UFF DA. I guess that's what I get for studying wame- I mean, going back to college and pursuing relationships (the latter may be a trap, at least from my experience thus far. >.>) At any rate, thank you all so much for sticking around and putting up with my absence.

Oh, and one more thing. This update was supposed to drop with wall jumps having been added, but I recently discovered a catastrophic bug regarding my implementation of these induced by my endless strive for perfection. I've spent part of today trying my best to squash this bug to no avail (that's why this update is dropping so late in the day.) If ever I find a workaround, this will be added in a future patch. Until then, I'm sorry, but I told myself ya'll were gonna get a Christmas update. So, that's whatcha gonna get.

Aim Academy v1.4 is now LIVE.

Updates

A tighter back-end. Yup.
This update went deep, going full full-stack. The objective here was to add more elements to the front-end and add to the theme of Aim Academy whilst propping up the back-end and making everything play nicer together behind the scenes. Of course, all the while addressing as many game server bugs as possible- still lingering from v1.3. I think they're mostly ironed out now, ...aside fromm wa- m-moving on.
  • Grenades are here! For real this time: Players now spawn with two (yes, two) frag grenades. I have already implemented the ability to change this value in the future, down to one or up to five, for example. I should also note that the grenade damage has been reduced to 100 from 150. Previously, in my dev environment, I had the blast radius greatly reduced- and after accidentally dropping a grenade right next to me and knowing I should have died after being left with 30hp, even with the damage boosted to 300, I decided to leave the radius where it's at. From the testing I've done, and knowing .357 kills still award grenades, this feels like a sweet spot.
  • Streamlined notifications and further de-cluttered in-game chat: Players no longer receive game-related notifications periodically throughout the match. Instead, they're told everything they need to know once they join the server- and only once they join the server, and are only reminded once they join the server again.
  • Re-added the new and improved AFK manager: Players are now warned when they're going to be moved to spectate due to inactivity. The ShowMOTDPanel methodology has been completely removed from the AFK sequence. A hud message has been added to notify the player they are AFK, while making the entire AFK sequence streamlined with an easy-join methodology (Press (mostly) any key to return.)
  • Added a dissolving animation not only to playermodels, but weapons dropped upon death: Not only does this add to the theme of Aim Academy and the data-driven accuracy-analyzing simulated test environment it's meant to be, but players no longer need to worry about shooting those pesky dropped weapons with follow-up crossbow shots.
  • Added buffed health on spawn as opposed to armor only: This change should negate having lucky spawns allowing players to maintain more armor. This should also negate the need to frantically obtain armor to maintain more armor after spawn.
  • Removed bullet and impact physics from hit scan and projectile weapons on players: For example, players will no longer be stopped if they are shot with the .357 while bhopping toward you. This should also greatly reduce the rare instances of players being flung in some random direction across the map after being hit directly with the crossbow (hopefully).
  • Demos!: Added server-side functionality to automatically start and stop the recording of demos, automatically compress demos, and automatically upload demos to Aim Academy's web server. After each match, or if there are less players than the minimum required (2) to record a demo in the server, the recording will be stopped. Upon successful upload, a direct link to the compressed demo will be posted via in-game chat for download. Alternatively, demos may be downloaded here: http://mag.site.nfoservers.com/demos/demos.php
  • Added demo name to console output: If there is a demo being recorded, the demo name will be visible in the console info portion of the output for the current match.
  • Added per-match, per-map and global headshot and speed records: During each match, every player's headshot count and speed (not velocity) are closely monitored and compared to entries in a database. Upon breaking a new record in this database, the new player will hold that position, and the new record will be announced to the server via in-game chat. Headshot records are displayed not only with the headshot count set by the record, but the hs% the player had, the accuracy the player had, as well as how many players were in the server and the name of the demo recorded during the time the record was set. These records are saved indefinitely, and can be viewed in-game at any time.

Other notable changes:
  • Minor tweaks and improvements to chat hooks
  • Improved security and handled more exploits
  • Updated demo name format
  • Updated mapcycle: Replaced dm_biohazard_cal with dm_intensity_cu.
  • Revisited MOTD main page: Better-centered HTML elements. Optimized plexus. Added animation to background. Made back-end regarding top ranking player much more stable, so the pull requests no longer break if certain data have not yet been propagated.
  • Lowered mp_fraglimit to 50 from 75: This should make for quicker matches.
  • Lowered mp_timelimit to 10 from 15: This should also make for quicker matches.
  • Increased game server tickrate to 100 from 66: Smooth. Real smooth. Smooth like budda.

Bug Fixes

The following bugs have been zapped:
  • Fixed bug where say hooks were overlapping across plugins
  • Fixed bug that allowed players to instantly join spectate if the spectate command was spammed
  • Fixed bug that fired AFK notification upon death
  • Fixed bug that fired AFK notification upon joining spectate manually
  • Fixed bug that was still playing fall damage sound after having been removed
  • Fixed bug where match summary would not fire if mp_fraglimit was reached
  • Fixed bug that was causing spawn timers to fire incorrectly upon suicide or rejoin
  • Fixed bug that was causing suicide icons to not show up in the killfeed
  • Fixed bug that was causing weapons to continue to be dispatched after match was over
  • Fixed bug that kept demos from being written to relative paths due to valve update
  • Fixed critical bug involving the crossbow that allowed players to spam live grenades (lmao)

Lastly
Thanks yet again to THESIS, Vayne, Lu7ky and Magic Turtle for all the help testing, and thank you all for all the prolonged help and support! In the future, Aim Academy will lean on its back-end to flex its crypto involvement, create some surprises using the data you provide, and feature its most active members in maps that are already in the making.

Thank you,
and have a wonderful, Merry Christmas.
It's time to aim.
-LIGHT :bolt:

2 Comments
limez 20 Dec, 2019 @ 11:01am 
HL2DM Community Discord Server: https://discordapp.com/invite/gT4cZ7v
rogue noob3rs 22 May, 2017 @ 5:31pm 
lighting rocks
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Founded
9 June, 2015
Language
English
Location
United States