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sbox-ttt's Issues

Add a way to have a mesh/model be clippable if you are a certain role

Something that would be cool to implement is something like a detective room door a certain role can clip through. It could be attached to func_brush and or prop_static potentially. It could maybe use the collision, but shouldn't be shootable through by that role.

Use case is the detective room door in inno hotel, I want the detective to be the only role that can phase through a wall I set up. Gmod had it so you were pushed through it on a role check jankily, but we can do better. Should just be a seamless phasing.

Maybe have it role check at beginning of round for the collision?

Role Voice Chat

Let's allow detectives and traitors to talk to each other in a separate voice channel. The only issue is that s&box currently only allows one key to be used for voice chat, we should consider adding an issue for this.

The alt key can be used to trigger this alternative voice chat channel.

Add a better `Teleporter` particle

The particle used in the Teleporter kinda sucks, see if we can come up with something better. This is the particle that is spawned when teleporting.

Add a way to tag corpses in activation tags

This will be useful for things like body hiders or objectives that require bodies to be put certain places. My use case is using a body to teleport a player when placed on a trigger.

A More Perfect License

Greetings!

As discussed on the server the CC-BY-NC-SA 4.0 license is not advised to be used for programming code. As such I think we could follow from example to form a better license that makes things more clear. Below I posted two examples:

Valve's SDK License:
https://github.com/ValveSoftware/source-sdk-2013/blob/master/LICENSE

Delta Green's License
https://www.delta-green.com/field-reports-and-fan-creations/

The reason I post both of them is for reference in how both handle derivative content. In the next post I'll post a license I cobbled together that could be edited as desired and go from there. Hopefully we can design "a more perfect license" haha... ๐Ÿ˜…

Handle prop killing

There are a few different ways we can solve this. Let's chat about it and figure out how we want to approach it. We can hook into protected override void OnPhysicsCollision( CollisionEventData eventData ).

#224

Visualizer

Add the Visualizer to the detective, it should allow the player to inspect a dead body and gain extra information.

Gun Sounds Need Equalization

Greetings.

One thing I noticed was how the gun sounds vary in loudness from gun to gun with no consistency on the peak volume. When you shoot the M9 pistol for example it sounds quite muffled, but on the other hand shooting the AK47 is ear piecing. Adjusting your in-game volume to account for the louder guns just muffles and silences the other more quieter guns with a lower peak volume.

I think all guns, explosions, and anything loud in general be equalized. That way when one adjusts their volume for their game it impacts everything equally. (Some have exclusions of course, like using a suppressed pistol and such.)

P.S. It would be kinda funny if the M9 is using the suppressed pistol's sound file instead, which lead to this misconception, but I doubt it.

Prop Possession

Let's give spectators something to do by allowing them to control props when they are dead.

Enhance health station models

See if we can add an internal light to the microwave when being used, it should have some basic microwave sounds when being used as well.

Scoreboard Tagging

We should be able to mark players clientside with a tag (TRAITOR, INNOCENT, etc.)

Two hit knife

The knife should be two attacks from the front, or one from the back.

Poltergeist

Traitor weapon which attaches an entity to a physics prop. This prop should bounce around and target players (it should also do explosive damage).

Last words

We should display the last words of a player, and also send out any message they were typing right before they die.

3D Gun Audio Reaches "Uncanny Valley"

Greetings.

I have discovered that while firing weapons it seems to take a "3D" effect and favors the right audio channel. I am unsure if this is intentional, but it seems to give off the "Uncanny Valley" type feeling while shooting. Mainly that it feels... wrong. Mainly as it leaves the left audio channel feel underused, or at worst gives a muted impression.

This effect is made worse if wearing a headset with the ability to hot-switch between 7.1 Surround Sound. (I personally have a HyperX headset and with 7.1 Surround Sound disabled it makes the jarring effect more apparent.)

Has anyone else had this feeling about the gun sound effects?

Add permanent blood particles

See if we can make the current particles permanent or check out how Hidden handles their particles. Cleanup at the start of a new round.

Innocent objectives

We should let mappers give innocents objectives

  • There should be a UI element that lets the player know the current status
    • [ ] Bring all the cans to the trashcan. (2/10)
    • We should allow the mapper to pick whatever role the objectives should appear for

Shop Menu / Role Menu Refactor

  1. We need a new design for the shop menu (radial or grid)
  2. We should show gylphs for each tab, and let people switch tabs with the number keys

Role Info Popup

We should let Traitors / Detectives know their teammates as soon as the round starts. Maybe in a popup?

Add death screams.

Players should scream when killed.

headshots, knife damage, and weapons tagged as silent all prevent death sound from occurring

Role picking RNG is broken

The role picking will constantly pick the same person over and over again. Something is up with the RNG

Use `Sandbox.ClothingContainer` for clothes.

Switch to Sandbox.ClothingContainer instead of having our own clothing system. Also make the detective hat a clothing resource. An added bonus from this is that people can switch to using their own avatars thanks to LoadFromClient( Client cl ).

Traitors should always win if all innos die on round end

Not sure how it is handled in old TTT code wise. But basically it would make traitors win every round where everyone left dies at once. (ex jihad, c4, explosive barrel)

This makes sense because the objective of the innos is to kill all traitors and survive. Whereas the traitor objective is to just kill all the innos at any cost.

s&box Leaderboards

We should hook up our scoring to the s&box leaderboard system. We should do some basic checks and ensure there is a minimum number of players in the game that aren't bots.

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