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teeworlds-infclass's Issues

Add multiple infections area in maps

All maps should have multiple infection area. Each round, a random area is selected and infected spawn only here. This could makes the game less linear and repetitive.
After 10 seconds, a message explain the location of the infection zone like "infection started in the underground/tower/..."

Bug with ninja powerup

When a player which class is any but ninja picks up a ninja powerup, time of that powerup makes infinite, and also, he can't use that ninja, and can't fight.

Minor map bug:

image

As you can see, at the bottom, near my aim cursor, there's "gray thing", it's corner of background.

Difference between own, and others' portals

Make a difference between portals, like own portals made of hearts instead of shields.
Or vice versa, portals of others made out of hearts, while only own made out of shields..

Or make some "line" between 2 portals to point their connection.

Segmentation fault on start up when .map is presented but corresponding .mapinfo isn't

Well, title pretty much summarizes issue. (If it matters, I am running server on Debian 8 amd64)
relevant strace exempt:

open("/home/bitter/.teeworlds/maps/infc_damascus.map", O_RDONLY) = -1 ENOENT (No such file or directory)
open("maps/infc_damascus.map", O_RDONLY) = 4
fstat(4, {st_mode=S_IFREG|0644, st_size=536511, ...}) = 0
mmap(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0x7f866b2a1000
fstat(4, {st_mode=S_IFREG|0644, st_size=536511, ...}) = 0
lseek(4, 532480, SEEK_SET)              = 532480
read(4, "\375/Zf{|u\267\177z\367\37\275\322\221^\311\221\314\337\32\236\17~\206^\325\264b\257\262}"..., 4031) = 4031
lseek(4, 0, SEEK_SET)                   = 0
mmap(NULL, 536576, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0) = 0x7f866b20f000
read(4, "DATA\4\0\0\0\257/\10\0h\7\0\0\6\0\0\0\34\0\0\0\31\0\0\0\324\5\0\0"..., 532480) = 532480
read(4, "\375/Zf{|u\267\177z\367\37\275\322\221^\311\221\314\337\32\236\17~\206^\325\264b\257\262}"..., 4096) = 4031
close(4)                                = 0
munmap(0x7f866b2a1000, 4096)            = 0
open("/home/bitter/.teeworlds/maps/infc_damascus.mapinfo", O_RDONLY) = -1 ENOENT (No such file or directory)
open("maps/infc_damascus.mapinfo", O_RDONLY) = -1 ENOENT (No such file or directory)
--- SIGSEGV {si_signo=SIGSEGV, si_code=SEGV_MAPERR, si_addr=0} ---
+++ killed by SIGSEGV (core dumped) +++
Segmentation fault

coredump generated with server_debug target - https://geass.xyz/core

Bug: Zombie with grenade

Sometimes, when a soldier have been infected, the zombie still has grenade, the zombie can't shoot, but can hold grenade in hand.

Witch abuse

Zombie-Boomer can do selfkills without respawn-time (and other zombies have only a small respawn time).
So we need a globally spawnprotection, maybe for the first 5secs after spawn, to avoid many selfkills for a witch-spawn.

Rename zombie to smoker

Smoker is, like hunter, boomer and witch, a class of infected from left 4 dead 2. The name "zombie" should be reserved to infected with no ability, like in the original Infection Mod. This new class, not available by default, must be implemented to allow InfClass to run Infection-like playing session.

Increase max players to 64

The server is full in the evenings, I think it's a good idea to increase maximum number of players, if possible. The maps are big, it should be okay with more than 16 players.

Teamkilling BUG

When a solder accidentally kills himself with own bombs and if near them are some humans, then the humans gets infected.

Game over

We dont see who won because the classhoser overwrites the broadcast at the beginning of each round.

Portal open and close effects

  • When portal opens, it smoothly grows from dot(from circle where's the first place) to actual portal.
  • When portal closes, it firstly getting smaller, then before it turns into dot, there appears "Spawn Particles"(or "Death Particles") and then the portal gones.
  • The time while the portal changes it's size is about 1/3 of a second.

Directional portals

New appearance : Portal are displayed as ellipse
New behaviour : When the scientist press the fire button with hammer, the portal is oriented in the direction of the cursor. Then, the portal is able to perform rotation of the velocity of the player based on the relative angle between first and second portal.
New collision system : The active zone of the portal is a line, instead of the disk.
New mechanism : Players can change the direction of bullet when they shoots in a portal. They can also use this to perform super jump.

New class: The golem

The golem is a regular infected class that is insensible to weapon push effect.

Super version of boomer, hunter and zombie

This class would be similar to Boomer, but with the following differences:

  • MegaBoomer explodes in 3 seconds after hitting fire button.
  • MegaBoomer cannot hook after hitting fire button.
  • Explosion of MegaBoomer is much bigger than usual, it is actually something like size of soldiers' bombs' explosions.

Unlike to other superclasses of zombies, after death, the zombie still would be MegaBoomer.

Everyone has privileges to change /class on inf_newdust map

Someone found this bug and it was heavily abused.
You can write /class ninja and become a Ninja even as a Zombie. Worked with all other classes too.
Does not affect inf_mario and inf_warehorse. Not checked on inf_warehorse_ac, inf_skull and inf_minecraft.

Add /customskin

Add the /customskin command to ask the server to show user skin instead of class skin.

Improvement of the scientist

  1. Add a visual clue to see the difference between own portal and others
  2. Add animation when the portal is opened
  3. Add new gametile to restrict the use of portals
  4. Decrease the shotgun cool-down
  5. Check for collision during teleportation

Chat bug

Sometimes, I don't know when exactly that happens, but it happens.
So, sometimes, the message, "some dude has been infected" printed 4 times in a row, for a single infection, only I can give you is that there were 4 players including me on inf_skull map...

Medic

New health/armor mechanics

All pickups (armor / health) will disapear (or will be non-renewable). But the question of how take damage is possible is asked, since zombie infect instead of dealing damage. Actually, the can allow to deal damage by

  • Hooking a human as smoker
  • Using soldier bombs on oneself
    This is not enough to provide good gameplay with healing. One solution can be to transfer the ability of smoker to all classes, but with less damage.

Medic class

Possible action for hammer :

  • Heal human
  • Build heal zone
    Possible action for grenade :
  • Heal human (throwing a heart, for example)
    Possible normal weapon :
  • Shotgun, same as scientist
  • Shotgun, but like a heavy weapon : lots of unprecise bullets, with recoil (but you can't fly with it)

Possible ability : transform infected to human with a very low chance.

Bug on inf_skull

Bug appears that all spikes are like that shit:
image
That bug didn't appear earlier.
Is probably because some tiles(spikes) saved as external, but should be embedded.

Tileset: arc_provence

Add a tileset based on Provence (France).

Image of Provence

Tiles

  • Wall (done)
  • Roof (done)
  • Rocks

Rocks must be similar to these ones

Image of rocks

Dodad

  • Cupressus (tree)
  • Aleppo pine (tree)

Background

  • Lavanda

Ideas to encourage teaming in InfClass

I think the best sort of update to InfClass would be the sort which makes camping have more challenge, and which encourages teamwork.

Engineer

  • Engineer walls are solid to zombies, but don't kill, meaning they rely on Soldiers.
  • Engineer can wall jump
  • Engineer’s rifle is automatic, and can fire faster.

The Engineer now relies more on the Soldier to defend bases, but can kill zombies on their own with their laser rifle. They have wall jumping to make them more interesting to play

Soldier

  • Soldier has a cooldown before replacing the mines, after they detonated their last one.
  • Soldier has longer hook length
  • Soldier’s grenades do more damage than usual

Soldier now relies on the Ninja and Medic to protect them while they replace their mines. Their hook now gives them better movement, and they can pull zombies into their traps.

Medic

  • Medic has a triple jump

This makes them slightly more interesting to play

New super zombie class - Feral

  • Grants a buff to any zombie within proximity. This increases the length of their hook, and increases their acceleration.

Hooks are invaluable for killing basers. Acceleration would be useful for dodging attacks and pulling hooked players. This zombie would be very useful as a support class, and therefore a target for the defenders.

New zombie class - Ironskin

  • Immune to mines, and can go through laser walls.
  • Cannot attack with the hammer.

These zombies can breach defences, but not attack themselves. They are useful for hooking players and throwing them below. Defenders have to shoot them with their guns.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The changes above would work on their own, even if you think the rest of this below wouldn't work


New class - Scout/Scavenger

  • The Scout has a Revolver that has 6 shots. It does 5 damage per shot, has a low rate of fire, and knocks out the target.
  • It's hammer ability is to create a shield that negates all incoming damage for the next 5 seconds.
  • The scout is fast in the air and on land, and its hook is longer than usual.
  • The scout is the only class that can see pickups around the map. These look like the laser ammo icon. The Scout can run across these to pick them up, after which they will revolve around their tee.
  • The scout has a rifle. Using this will place a generator. Generators power up the abilities of the other classes. They require constant refills of pickups to function, and zombies can destroy them. Scouts use pickups to refill their gun.

Generators

Each class powers up their abilities when they touch a generator

  • Every class gets more speed and maneuverability.
  • Engineers get a longer laser wall, and a more powerful laser gun.
  • Soldiers get more explosive range on their grenades and mines.
  • Medics get more spread and damage on their shotgun.
  • Ninjas get less cooldown between attacks, and more pistol damage.
  • Scouts get a Revolver refill.

To recap, the Engineer relies on the Soldier for defence. The Soldier relies on Medics and Ninjas to cover him while he replaces his mines. Everyone relies on the Medic for healing, and everyone relies on the Scout for powering up their abilities. The Ninja relies on the Scout even more than the other classes, because they’re a combat class.

vote disabled

is there a possibility to ad voting on players again? only to move them to the spetators, cause sometimes there are annoying trolls who abuse the fact that they cant get banned by vote.

Bug with infected engineer

If engineer stays in his wall and is killed he will dead from his own wall. When he was undead he isn't frozen, but is "finally killed"
(thanks to ipoopi)

New class: The sniffer

The sniffer is a rare infected that can detect the position of a human. This detection can be implemented in two manner :

Solution A: A laser dot indicate the direction of the target

Solution B: The target emit splash effect that are only visible for the sniffer. The splash effects follow the target and indicate the path to find him.

If the sniffer infect the target, he obtains +5 points. In addition, since the sniffer use his nose to understand the world, he is insensible to flash grenades

The King Class

There may be only 1 human with this class, and only if there's enough players in-game(spectators aren't counted).
Human that will have this class selected randomly.

The King

The King may have all weapons, and slow ammo regeneration(1 ammo per 3-5 seconds probably).
The King can place The Ammo Dispenser by hammer.
The King cannot be infected by damage, and get to be infected only when he dies.
When The King dies, a new King selected randomly from humans, chance that some human gonna be the new King is depending to amount of kill in current round(not amount of kills in total).

The Ammo Dispenser

The Ammo Dispenser is a random weapon pickup which contains 1 ammo(picking it up gives 1 more ammo).
When The Ammo Dispenser have been picked up, it gones(just gets invisible and unusable, but still appears there) for 10 seconds, then it appears on the same place, with new random weapon with 1 ammo.
If humans won't pick up ammo from The Ammo Dispenser, it will not stack there over time, but will always hold only 1 ammo, so the most efficient way to use it, is to pick ammo from it, right after it appeared.
The Ammo Dispenser does not disappears over time.
If zombie touches The Ammo Dispenser, then it explodes and kills everything in it's range.

Tileset: arc_damascus

  • Add Mount Qasioun (quad image for background)
  • Add tileset to build background city
  • Add light effect for transition between night and interior

Add /mute command

Add a mute and unmute option.
/mute : Ask the server to don't print chat message from
/mute game : Ask the server to don't print game message like " has infected "

Re-connects for beeing an undead

Today I saw a player who was three times in succession the "undead". When he was infected, he re-connect to the server until he was an undead zombie.
Maybe we can fix this by adding an 1min-ban for "leaving as infected".

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