[Server] Capture the Flag Server (Guns!)

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Waterbug » Sun Nov 25, 2018 02:44

Image

Can anyone beat this?

(Screenshot from over two years ago).
Last edited by Waterbug on Sun Nov 25, 2018 03:03, edited 1 time in total.
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Waterbug » Sun Nov 25, 2018 03:00

There was a hacker called Arctic_Fox who's hacks were much worse than geesh's hacks.

Guess what...

"We killed him with a grenade, and then we did a hate crime in the woods."
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Esskeetit » Sun Nov 25, 2018 03:31

Waterbug wrote:Image

Can anyone beat this?

(Screenshot from over two years ago).


Wow incredible. I can never imagine having all of those goodies. Though there was a time when I had 4 grenades
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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Stix » Mon Nov 26, 2018 03:12

There's a new bug where you cant put any items into the fuel slot of a furnace. Also any chance that players could drop the rifles from their starter-kit on the ice-age map? Because ammo isn't renewable and there's only so much of it, this would mean in a longer match players would have to suicide to get new rifles with ammunition.

*EDIT: Btw there is someone under the name "Stix1" impersonating me, please look into it.
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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by ANAND » Mon Nov 26, 2018 10:07

Stix wrote:There's a new bug where you cant put any items into the fuel slot of a furnace.


Thanks for reporting. An issue has been filed here: https://github.com/MT-CTF/capturetheflag/issues/269

Stix wrote:Also any chance that players could drop the rifles from their starter-kit on the ice-age map? Because ammo isn't renewable and there's only so much of it, this would mean in a longer match players would have to suicide to get new rifles with ammunition.


The rifle was intended to be used as much as the ammo would allow, but I see what you mean. I could also add 3 ammo-packs alongside the rifle...

Stix wrote:*EDIT: Btw there is someone under the name "Stix1" impersonating me, please look into it.


Noted.
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Stix » Mon Nov 26, 2018 15:18

I saw the new vote-kick PR a few days ago, and thought that if it isn't already the case to disallow vote-kicking players with a certain priv (aka staff members) before chaos ensues :P. Also i think everyone who has the vote_kick priv should also be able to start a vote to remove that priv from another player if they have become abusive and no staff members are online.
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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Stix » Mon Nov 26, 2018 16:35

I have an idea that pertains to the great apple controversey: what about on a select few maps apples are still present in trees and a stack of apples are part of the starters kit (alongside a steel sword and pick) so that players who like apple spamming can still do so but in a fair scenario, where everyone has apples and a sword?
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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Chem871 » Mon Nov 26, 2018 17:14

Instead of removing apples completely, you could reduce the speed at which players can eat the apples. That way, the people who like apples can keep them, and players who don't are satisfied, and stop complaining about them.
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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Waterbug » Mon Nov 26, 2018 17:36

Stix wrote:I have an idea that pertains to the great apple controversey: what about on a select few maps apples are still present in trees and a stack of apples are part of the starters kit (alongside a steel sword and pick) so that players who like apple spamming can still do so but in a fair scenario, where everyone has apples and a sword?

This idea would satisfy me. Keeping apples available on some maps is only ever what I have advocated for.
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Xudo » Mon Nov 26, 2018 18:07

There is a pull request about healing in CTF. It removes healing property from apples and adds medkits.
Medkits will restore health gradually over time and can be interrupted by damage.
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by rubenwardy » Mon Nov 26, 2018 18:09

The point of medkits is to limit the healing power and make healing hacks useless. This could be done by changing how apples work instead of medkits. The difference between them is only really where they are found
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Xudo » Mon Nov 26, 2018 18:14

rubenwardy wrote:The point of medkits is to limit the healing power and make healing hacks useless. This could be done by changing how apples work instead of medkits. The difference between them is only really where they are found

While I agree with this point, I don't understand why you are writing it here, instead of PR in your own repository.
It was hanging there for about a month, constanly updating.
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Stix » Mon Nov 26, 2018 18:24

Xudo wrote:There is a pull request about healing in CTF. It removes healing property from apples and adds medkits.
Medkits will restore health gradually over time and can be interrupted by damage.

I know, my comment was about keeping some maps with apples after medkits are merged.
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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by DELTA_FORCE » Mon Nov 26, 2018 19:48

I can have all of that stuff in a few minutes. It's called photoshop :P
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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by ANAND » Tue Nov 27, 2018 02:12



Thanks for the suggestion, but development of the new healing mechanism is already over, and it's a tad more sophisticated than Slow Eater's implementation.

What remains is to decide whether apples themselves would have this healing mechanism, or would they have to be replaced by medkits altogether...

If interested, you can follow the discussion here: https://github.com/MT-CTF/capturetheflag/pull/203
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Stix » Tue Nov 27, 2018 15:10

ANAND wrote:


Thanks for the suggestion, but development of the new healing mechanism is already over, and it's a tad more sophisticated than Slow Eater's implementation.

What remains is to decide whether apples themselves would have this healing mechanism, or would they have to be replaced by medkits altogether...

If interested, you can follow the discussion here: https://github.com/MT-CTF/capturetheflag/pull/203

Id say merge medkits as-is and for a for a few select maps keep apples and have a stack of it in the starter kit alongside a steel sword and pick. If necessary this could be changed but because healing is so unbalanced right-now i feel this should be merged ASAP.
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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by ANAND » Tue Nov 27, 2018 16:06

Stix wrote:Id say merge medkits as-is and for a for a few select maps keep apples and have a stack of it in the starter kit alongside a steel sword and pick. If necessary this could be changed but because healing is so unbalanced right-now i feel this should be merged ASAP.


Stix, the whole point of the new healing mechanism is to make healing more realistic, and most importantly, "hacker-proof". The one-click-to-immediately-gain-a-heart system is the one being replaced here. The only options we have is to use this new healing system with apples itself, or completely replace apples with a new item (medkits).
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Stix » Tue Nov 27, 2018 17:19

ANAND wrote:
Stix wrote:Id say merge medkits as-is and for a for a few select maps keep apples and have a stack of it in the starter kit alongside a steel sword and pick. If necessary this could be changed but because healing is so unbalanced right-now i feel this should be merged ASAP.


Stix, the whole point of the new healing mechanism is to make healing more realistic, and most importantly, "hacker-proof". The one-click-to-immediately-gain-a-heart system is the one being replaced here. The only options we have is to use this new healing system with apples itself, or completely replace apples with a new item (medkits).

It was an idea to please both sides by keeping some maps with apples, but if i had to pick what item to apply thew new properties too, id pick the medkits. Using apples for that would feel to weird imo (maybe someone should start a poll...).
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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Waterbug » Tue Nov 27, 2018 18:37

Would it not be simple to just keep the healing properties of medkits the same as apples with the exception that you can't use them in fights or if you have been damaged in the last few seconds?
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Waterbug » Tue Nov 27, 2018 18:38

DELTA_FORCE wrote:I can have all of that stuff in a few minutes. It's called photoshop :P

It was a genuine screenshot.
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by Chem871 » Tue Nov 27, 2018 18:42

Apples should be for between fights, not during them.
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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by ANAND » Wed Nov 28, 2018 02:22

A poll is being suggested by a number of people... I too think a poll would be quite useful in gathering public opinion.

Chem871 wrote:Apples should be for between fights, not during them.


Yes, correct. And hence the new (and arguably more realistic) gradual healing system.

If a player engages in PvP (hits an enemy, or gets hit by an enemy) while healing, the healing is considered to be interrupted, the player will get the used medkit back, and their original health will be restored.
 

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Re: [Server] Capture the Flag Server (Guns!) - Multiple maps

by micheal65536 » Wed Nov 28, 2018 11:41

ANAND wrote:If a player engages in PvP (hits an enemy, or gets hit by an enemy) while healing, the healing is considered to be interrupted, the player will get the used medkit back, and their original health will be restored.

I think the "original health will be restored" part would be overly complicated for players. I'd go with interrupting the healing (but allowing the player to retain whatever healing they've done so far) and not giving back the item. There is still a cost to the player in that they lose the item and don't get the full healing capacity but they won't get confused when they have almost full health and then get killed in one hit or they don't know where all their health went or how the item got back in their inventory. This would also simplify the code, as it would be as simple as increasing the health until a timeout expires or the player hits someone or gets hit.

Other features I might also include would be to prevent the healing item from working (or make it unusable, which is probably simpler to code) if the player has hit someone in the last X seconds, or to require the player to be stationary or limit their movement speed.
 

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