cigarlounge / sbox-ttt Goto Github PK
View Code? Open in Web Editor NEWTTT is a mafia-esque multiplayer game created using s&box
Home Page: https://cigarlounge.github.io/
License: Other
TTT is a mafia-esque multiplayer game created using s&box
Home Page: https://cigarlounge.github.io/
License: Other
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?
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.
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.
Tried it with cheats on still no effect
https://discord.com/channels/833983068468936704/835035328779518023/1013211158481743963
from the s&box discord
We should probably be randomizing the map vote screen
Check out hidden
and use their flashlight particle they are using, it looks way better.
Might be due to physics engine but the prop movement feels kind of rigid and not what you would expect. Should be able to get air with them easily.
To avoid any metagaming issues
@kolexxx Maybe we should provide a way for server owners to whitelist/blacklist of maps in a file server
/title
A clientside toggle that lets spectators either mute alive players, or spectators, or mute everyone?
We should let people have more punches / recharge faster if they have higher karma.
I linked the issue in chat, not releasing the repro steps here incase people will abuse it.
Round.Start()
gets called when someone joins, which ends up calling the event GameEvent.Round.RolesAssigned
leading to a bunch of null refs.
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.
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... ๐
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 )
.
Add the Visualizer
to the detective, it should allow the player to inspect a dead body and gain extra information.
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.
Let's give spectators something to do by allowing them to control props when they are dead.
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.
Since they are considered not Spawnable
and you don't have a role, our UI does not show the hands.
We should be able to mark players clientside with a tag (TRAITOR, INNOCENT, etc.)
There is a way to force the mouse to the center of the screen, we should do this where possible.
The knife should be two attacks from the front, or one from the back.
Traitor weapon which attaches an entity
to a physics prop. This prop should bounce around and target players (it should also do explosive damage).
We should display the last words of a player, and also send out any message they were typing right before they die.
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?
FacePunch wrote a movement controller that is more similar to source, let's use it.
https://github.com/Facepunch/sbox-strafe
Try possessing a prop and use A
/D
to move, it doesn't really move much. We should make it more effective.
There is an issue with the new Graphics
library that causes any draws to flicker, let's see if we can figure this out.
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.
We should let mappers give innocents objectives
[ ] Bring all the cans to the trashcan. (2/10)
The current https://github.com/sbox-TTT/TTT/tree/main/particles/smokegrenade smoke grenade particle sucks, someone should make a new one.
We should...
C4 beeping should start to get fast towards the end of the countdown to indicate to get away from it.
Let people change the minimum kick karma since there are no current moderation tools
When parented to a prop it returns an error and does not function sometimes.
joe_matt_test.zip
We should let Traitors / Detectives know their teammates as soon as the round starts. Maybe in a popup?
Haven't heard any talk about this, are you guys still planning to add it?
Players should scream when killed.
headshots, knife damage, and weapons tagged as silent all prevent death sound from occurring
The role picking will constantly pick the same person over and over again. Something is up with the RNG
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 )
.
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.
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.
We need a minimal karma ban / ban system since it is now up to us to implement.
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