[Game] CaptureTheFlag [capturetheflag]

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ForgiveAndromedalol
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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by ForgiveAndromedalol » Tue Jul 04, 2017 12:02

I've got open ctf again.

derpywars.zapto.org 30001

I'm just testing.
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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by Lejo » Sun Jul 09, 2017 14:04

rubenwardy wrote:
ForgiveAndromedalol wrote:It's weird. Your mod misses ctf_engine init.lua :\.


you need to make sure you do a recursive clone

git clone --recursive https://github.com/rubenwardy/capture_the_flag.git

I now clone it again and it works!
Thanks!
 

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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by ForgiveAndromedalol » Sun Jul 09, 2017 14:08

Lejo wrote:
rubenwardy wrote:
ForgiveAndromedalol wrote:It's weird. Your mod misses ctf_engine init.lua :\.


you need to make sure you do a recursive clone

git clone --recursive https://github.com/rubenwardy/capture_the_flag.git

I now clone it again and it works!
Thanks!

how the recursive clone works?
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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by ForgiveAndromedalol » Sun Jul 09, 2017 19:26

Lejo wrote:git clone --recursive https://github.com/rubenwardy/capturetheflag.git

Yes, I did that. But... when I play ctf, when I win the game, the game crashes. And I've got the game in a flash drive.
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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by Stix » Sat Aug 26, 2017 16:28

kill-hist depends on hudkit and ctf, where can i find these mods???
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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by rubenwardy » Sat Aug 26, 2017 16:29

Stix wrote:kill-hist depends on hudkit and ctf, where can i find these mods???


You need to clone recursively. They're in the ctf_pvp_engine submodule
 

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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by Stix » Sat Aug 26, 2017 16:32

rubenwardy wrote:
Stix wrote:kill-hist depends on hudkit and ctf, where can i find these mods???


You need to clone recursively. They're in the ctf_pvp_engine submodule

can you link to the submodule?
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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by Stix » Sat Aug 26, 2017 16:38

nevermind ive found it...
Hey, what can i say? I'm the bad guy.
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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by rubenwardy » Thu Oct 12, 2017 01:37

Some of the chest is now only accessible by players over a certain score:

Image

This stops noobs from taking your hard earned weapons. I'm also planning on removing the ability for an enemy to access your chest. I will readd a "looting" mechanic at some point, but less OP.

I've also added team colors to the chat, optimised a few things, updated default to 0.4.16,
 

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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by rubenwardy » Thu Nov 16, 2017 19:36

Since last posting, this is some of the stuff that's changed:

  • Added respawn immunity (no killing within 10 seconds)
  • New scoring algorithm!
  • Gauges fixes
  • Increased availability of arrows
  • Sped up hp regeneration
  • Added some admin chat commands - the ability to lock a team and bulk move players. Good for N vs all scenarios
  • Increased damage of shotguns
  • Added exporting of statistics so I can have pretty graphs
  • Fixed dropped entities remaining on end of match

also:

There's a super secret exciting new feature coming in a week or so! It'll add massive variety to the game. Any guesses?
 

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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by ExeterDad » Thu Nov 16, 2017 19:52

rubenwardy wrote:There's a super secret exciting new feature coming in a week or so! It'll add massive variety to the game. Any guesses?

Going by what you mentioned in conversation... I'm guessing puppies?
 

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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by rubenwardy » Thu Nov 16, 2017 20:09

ExeterDad wrote:Going by what you mentioned in conversation... I'm guessing puppies?


Awww damn it, I really wish it was that :'(
 

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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by csirolli » Mon May 07, 2018 18:16

Is there anything new?
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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by Phoenixflo44 » Mon May 07, 2018 18:23

no
+ Spoiler
 

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Re: [Game] CaptureTheFlag [WIP-0.1][capturetheflag] - Kill h

by Devy » Mon Jul 16, 2018 05:52

Rubenwardy, the one thing this game needs the most is pressure plates/automatic way for doors to open and then close and they only work for your team. Right now, you can spend all the time in the world making a base but then your teammates will leave a door open...
 

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Re: [Game] CaptureTheFlag [1.12.0][capturetheflag]

by ANAND » Wed Jan 02, 2019 10:39

Major Updates!



  • A heavily modified version of the sprint mod (by GunshipPenguin) has been added.
  • Multiple maps! (the super secret exciting new feature rubenwardy was touting about) :D
  • A maximum of 10 players with a score of 10000+ can bypass the user limit.
  • A heavily modified version of Elkien3's playertag mod has been added, that allows players to see nametags only if it's in line-of-sight and not too far away.
  • Some major improvements to the rankings-related commands, the end-of-match scores formspec and the league tables formspec.
  • When run as a standalone mod, ctf_map enters "MAP MAKER" mode, and allows players to create their own maps with support for barrier placement, flag placement, starter kit specification, and more!
  • Online players are randomly selected as bounties, and the killer will be awarded bonus score apart from the kill score.
  • rubenwardy's crafting mod has been added. This mod removes the crafting grid, and "auto-crafts" items on the click of a button.
  • New chat-command /summary that allows players to view the scores of the previous match.
  • Coloured team-doors. Players can place team doors anywhere except near enemy base(s) and the door will automatically take the color of the placer's team.
  • All gold-related items, like gold ingot, gold ore, gold lump, gold block etc. have been removed.
  • The wool mod from MTG has been added. While wool isn't craftable, it can be used in maps for the purpose of decoration and colourization.
  • Ammo is now craft-able by players.
  • New chat-command /r that allows players to view one's scores via chat output. Useful for taking a quick peek without obstructing one's view with a jarring formspec.
  • All maps have been moved to a separate GitHub repo: https://github.com/MT-CTF/maps
  • Kick vote has been re-enabled, but can only be started by players with the vote_kick priv.
  • Shift-clicking is now supported by the team-chest.
  • Flag-carriers' nametag takes the colour of their respective teams instead of a hard-coded shade of red.
  • Tons of bug-fixes, code-cleanups, and optimizations.

Whew, I hope I haven't missed anything :)
 

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Re: [Game] CaptureTheFlag [capturetheflag]

by ANAND » Tue Mar 12, 2019 08:13

Moar Updates!



The latest release at the time of writing this post is 1.19.0. Here are the updates from Jan 2019 onwards:

  • Lava flow range has been reduced to 2 nodes, to prevent excessive damage by griefers.
  • Flag capture time has been reduced from 7 minutes to 5 minutes.
  • Map maker provides a large set of indestructible nodes taken from default, stairs, and wool. Indestructible nodes can only be broken with a special admin pickaxe, which is also given to the map maker.
  • Players now have twice as much stamina as they used to, for extended periods of sprinting.
  • Furnaces can be crafted using any valid type of stone (e.g. desert stone, stone brick, etc.). This is to allow players to craft furnaces in all the maps, without specifically requiring cobblestone.
  • CTF has been updated to target and support Minetest 5.0.x. All MTG mods within, have also been updated to their latest versions, and include features like slippery snow and ice.
  • Players can now craft and equip their base with various traps like fake nodes, damage-on-dig nodes, and spikes.
  • Bases can now be constructed with a new material called reinforced cobble, which takes four cobbles to craft. This material is much stronger than regular stones, and is great for fortifications.
  • Players can now find bandages in chests, which can be used to heal team-mates by 3-4 HP if their health is less than 15 HP.
  • Players can also find medkits in chests, which can be used to completely replenish one's own health within a couple of seconds. Moving or engaging in PvP while using medkits will interrupt the healing process. If the healing process is interrupted, the player's health will be restored back to the original value and they will be given back the medkit they used.
  • Apples have been removed in favour of medkits and bandages, as they are too OP and can be used to an unfair advantage.
  • Treasure chests have been made indestructible, to prevent players from shooting down chests on the enemy side during buildtime. Chests will automatically disappear once empty, as usual.
  • Ever wanted to make an actual coordinated team effort? Players can now make use of "team-markers", to share the location they're pointing at. This can be used to quickly mark distant approaching enemies, or even dropped items lying on the floor. See this video demonstration to know how team-markers work. To create a team marker, type /m [<msg>], where msg is optional.
 

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Re: [Game] CaptureTheFlag [capturetheflag]

by DELTA_FORCE » Tue Mar 12, 2019 14:15

Only one problem: with the admin pickaxe, do you get the ind blocks when mined? If so, then a map maker could easily make a invincible base or trap players inside the other teams base.
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Re: [Game] CaptureTheFlag [capturetheflag]

by ANAND » Tue Mar 12, 2019 15:02

Only one problem: You either need the creative priv or the ctf_map mod needs to be in "MAP MAKER" mode, to gain access to the admin pick. Admin picks don't fall from the sky unless you're the admin of the server. ;)
 

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Re: [Game] CaptureTheFlag [capturetheflag]

by DELTA_FORCE » Tue Mar 12, 2019 18:26

Ah, so there is protection against that :P
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