Teamkill cover
Teamkill screenshot
Genre: Shooter, Indie

Teamkill

Whoops.... Hotfix

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