AI targeting was completely broken because of a tiny slip-up. Whoops!
Fixed now.
Teamkill 0.1.6.7
CHANGES
Added option in config file to allow imported .pck files in a "mods" folder to overwrite files in the game, off by default
Added some basic strafing & jumping behaviors to AI in combat, plus some minor tweaks. AI feels a little bit more competent than before, and function better on maps like Skylines than they used to
Added ability to kick bots from match (but they will be re-added between rounds, todo)
Admin panel refreshes after kicking players/bots
Changed "Voice Volume" option to say "Dialogue Volume" to clear up confusion about voice chat (there is none)
Host Game menu shows a status indicator when starting a game, to let people know what it's doing :)
Teamkill 0.1.6.6
Sighs, another small patch that I've honestly been a little embarrassed to publish considering the time between now and last time, but adds a new song and fixes some bugs related to hosting lobbies.
CHANGES
Added new song "Hardly Know 'er"
An attempt was made to make UPNP hosting work more reliably
Minor tweaks in how player physics are handled, hopefully increasing performance a smidge for higher player counts
FIXES
Fixed occasional bug that would discard game rules immediately after hosting a lobby, throwing players back to menu when trying to play
Fixed lobby names sometimes not updating properly
"Use UPNP" tickbox now remembers previous setting when returning to lobby
Fixed mutators sometimes not applying when hosting
Bot team names should no longer be duplicates
Adjusting your aim using keyboard shouldn't use the controller sensitivity value anymore
Teamkill 0.1.6.5
Just a few bugfixes :)
Fixed game crash when returning to lobby if AI were present
Fixed game crash when playing with only 1 bot
AI shouldn't be aiming FASTER the further away a target is now, whoops. Should be fixed now.
Fixed issue with AI cheating in Hide & Seek by being able to run freely during the countdown as Seeker
Fixed railgun third person model being visible when spawned mid-match (Hide & Seek)
Game info now re-sent when mode is changed, should make crashes due to empty game info less likely to happen.
Teamkill 0.1.6.4
Howdy gamers, this update is mostly about making use of Godot 3.5's new features for some better performance, reworked AI and some minor stuff like players' heads following their aim.
Oh, it also removes the "Kill" mode, because it simply doesn't work very well if at all, may or may not come back as a "enable player health" option or something.
CHANGES
TK uses Godot 3.5's physics interpolation now, plus lowered physics tick rate from 240 to 90. This might affect bunnyhopping a bit but otherwise movement has been tweaked to feel mostly the same as before, but significantly increasing performance (especially with bots)
AI reworked to use new pathfinding system included in Godot 3.5, and process movements in batches, rather than all at once
AI now tries to target nearest enemy instead of "tunnel visioning" onto just one. Also aim speed is now affected by distance to target.
Player model's head now looks towards where the player is aiming, instead of just straight ahead
Removed "Kill" gamemode for now
More messages for getting kills/killed and match ends
Replaced player nametags with new 3DLabel ones instead
Player models update animation blending at a fixed tickrate instead of each physics frame
Changed how weapon models are loaded in, and applied to player models. This one's really just for me though because it was a jank nightmare before and trying to make any changes would just cause it to be backwards before for some reason... ANYWAY...
FIXES
AI has a maximum amount of targets to keep track of now, currently set to 3 targets max
AI should now face where they're going, or who they're targeting a bit more properly
AI less likely to jump on steep slopes
Slightly improved the time it takes to spawn players
Fixed bug where bots wouldn't spawn when starting a new match after being returned to lobby
Steam Rich Presence doesn't claim you're on the team of a player who just spawned, anymore
Fixed some scripts running unnecessarily every physics frame
Fixed decimals being rounded to whole numbers when changing player speed values in the host menu
Teamguy's hand shouldn't stick out of the railgun anymore
Jank band-aid fix in the case the game starts without any gamemode rules set. Server should now tell everyone to go back to lobby if this happens, and display a message in chat.
This doesn't matter at all but fixed Teampill's railgun model's scale and position to match the original prototype version of the game better
With that said, you'll probably still encounter performance issues with the AI, and the re-work meant losing some of the behaviors like keeping targets at a distance, that I haven't had time to re-do yet. Only temporary, though! :)
Teamkill 0.1.6.3
CHANGES
"Acceleration" value is now a raw speed value rather than a multiplier
Mutators can now change variables on players outside of values used in game mode rules
Slight tweaks to Teampill movement speeds
Removed some unused code from player
WIP Spectator/dev camera Controlled with the mouse to look, WASD keys to move around, and E/Q to control height. Turn on/off: CTRL+F1 Toggle player movement: CTRL+F2. Hide/show HUD: CTRL+F3 Proper spectator camera implementation to come
FIXES
Active mutators list should now update properly when returning to lobby/switching gamemode
Fixed error in Workshop upload tool when trying to retrieve info existing Workshop item
Fixed a bug that would occasionally cause you to go flying when walking into ramps/corners... and added a mutator to un-fix it (a lot of you liked this one! I'm not heartless!!)
Teamkill 0.1.6.2
Hi again! This update is mostly focused on bug fixes, but also comes with the ability to rebind your buttons with keyboard & mouse inputs (no controller support yet).
CHANGES
Added key rebinds for keyboard & mouse buttons
Improved performance for how TG model applies team colors
Made Teamguy's visor transparent, I think it looks neat :)
The game now re-checks its list of weapons after importing custom content
You can now auto-bunny hop by holding jump (I'm gonna be honest, this was an unintentional change but it might be a good one overall!)
FIXES
Fixed a bug and possible crash with Team-Teamkill not able to find individual team settings when using different values per team
Teamguy model now receives lighting properly (this is most apparent in Skyline)
Fixed error in Teampill mutator due to trying to run IK on the Pill model
Fixed issue that caused a freeze on first team change (though there still is an occasional freeze on the first shot fired)
Server will stop trying to change teams of, or otherwise handling hits/kills for players it doesn't think exist
Server now checks that a player exists before applying powerups to them
Unknown values/settings in the config file should now be removed from it
Player/team names are now checked locally on startup or when settings change
Player/team names are now escaped and sanitized
Made the map camera work with client-side hit detection and made it easier to hit
Bot team names shouldn't duplicate anymore
Respawn areas now keep track of who has entered/left them, so hopefully less team spamming when falling off maps
Disabled railgun's alt-fire that currently does nothing except play the shoot animation
Fixed TK.exe's icon being the Godot logo in most preview sizes (lmao)
Teamkill 0.1.6.1
Minor patch that fixes a few issues :)
CHANGES
Removed some unused dev voice lines to reduce file size
FIXES
Fixed game crash when performing hit registration from a weapon that doesn't exist
Fixed server browser filter distance & refresh buttons (lol)
Lowered global illumination probe count in Aperture, which was causing significant performance issues
Disabled Steam Workshop uploading tool when the game isn't connected to Steam
Teamkill 0.1.6.0 Hotfix 1
Quick band-aid patch to fix a crash when trying to host with UPNP enabled, sorry about that
Teamkill 0.1.6.0 - Bots!
CHANGES
BOTS
First draft of multiplayer bots! They're dumb and performance can take a big hit for the host when adding many of them, but they can still run, shoot, spam taunts, use really dumb team names and fall off cliffs! That's like.. 70% of a real player already!
Bot count can be adjusted in the server settings next to max players
MAP CHANGES
Aperture has had an extension, giving a new route to the 2nd floor and accessibility ramps for the 3rd floor
Skylines gained another song!
Aperture & Skylines' lists of randomly selected songs have been changed
OTHER SMALL STUFF
Teamguy's arm uses IK, it should be a little more obvious where players are looking while moving, though this needs work.
Slight changes to how the game searches for custom content on startup and after downloading from Workshop
Default network tick rate has been lowered to 64, since hits are handled client-side. You can still set this back to 128 in the host settings, though.
You can press F4 to toggle between third/first person (this isn't actually new but shhhhhhhhh)
FIXES
Fixed server sending player state for players while they're being spawned
Fixed crash during join-in-progress if a team change was called on a player that wasn't fully loaded
Fixed error spam when joining in progress due to movement sounds
Fixed error when trying to play announcer lines with no announcer sounds loaded
Fixed error when closing pause/escape menu between rounds
Fixed game trying hit detection while not being able to identify who the attacker is
Fixed maximum RNG roll being 99 instead of 100
Fixed possible crash when ending a killstreak between rounds
List of teams / player settings are now cleaned between rounds (this was causing an issue with bots)
Fixed very important, utmost severe issue of the Teamkill logo having a seam on the end, due to being set as a repeating texture