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duel6r's Issues

Add "Resurrection stone" bonus

If a player dies while having Resurrection stone bonus still active, they will re-spawn after a few seconds delay at the same spot they died at.

Characters won't turn until their momentum is 0

When moving, characters have some momentum which prevents them from turning left/right. This sucks ass because you cannot turn while mid-air.
Solution would be to allow turning even when moving, which would decrease the momentum further.
This would highly increase the controls.

SegFault on Linux

In current version, Duel segfaults immediately. dmesg gives:

[66201.499542] duel6r[28902]: segfault at 0 ip 00007f9cc25ff120 sp 00007ffff37be288 error 4 in libc-2.19.so[7f9cc258d000+1bc000]

Any advice?

Make "Profile" directory contain zip-per-profile

Having the whole profile stored in simple ZIP archive would allow for easier (and complete) manipulation of profile data by html editor(s). The support for ZIP for JS is usable (http://gildas-lormeau.github.io/zip.js/).

Also, as per Michal's suggestion - the profile itself could contain some meta-data, like the players name (to free it from directory name dependence) and possibly some JSON statistics.. ;)

Create a "no-start" piece for map editor

To prevent unnecessary early deaths because of unfortunate starting position I would suggest to:

  • add a piece to map editor to mark a place for "no-start"
  • make starting routine respect such place and prevent placing a player there (unless necessary)

Round auto-start

Would be nice if - with rounds max set - the next round would auto-start ideally with some visible count down (from 5?)

Drag and drop in menu

Why don't you support dragging in lists in the menu? I hate to delete and add everybody just to achieve some reordering.
HATE YOU!!!

Investigate bonus accumulation

When you pick up bonus type that you alredy have then half of its time should be added to the remaining bonus time. However, it seems that it is not working correctly based on a real game observation. Please investigate.

There's no "motivation" for players to quickly end up the round

Sometimes there are just two players on the map and they are evading themselves. This sucks ass because the others have to wait for them.
It would be nice if there was some kind of motivation or/else some mechanism, which would force the players to engage in close combat.
IE inner blocks can disappear making all the players to fall at the bottom of the screen, so they will have to settle things down. Or some suicidal counter. I don't know.

Fix 64-bit compiler warnings

There are many compiler warnings regarding type conversions in 64-bit. At least in Visual Studio. These need to be eliminated.

Bug: Missing end game condition

Actual result:
End game conditions is missing

Expected result:
Be able to define end game condition(s), e.g.:

  • maximum frags
  • number of rounds
  • time

Negative points for suicidal kills

It sucks when somebody blasts your ass killing himself in the process.
You should introduce negative points (it must be higher than bonus points) for killing yourself with your own weapons.
This would highly increase playability.

Add hitpoints to world pieces

Proposal:

  • every world piece would get its own hitpoints based on the type (rock harder than wood etc.)
  • when hitpoints depleted the piece would get removed from the world
  • (nice to have) progressive textures reflecting hitpoints thresholds (70%, 30%, 5%) - ?
  • (nice to have) some extra damage based on type of weapon/bullet; wood would set on fire when explosives used; arrows wood stick to the piece;
  • (nice to have) breaking of the piece would deal extra damage to surrounding players (like explosion)

Collision sucks ass

It's really terrible to jump in between blocks because you will rather bang your head against the block than jump through the gap.
Can you please add some tolerance and sliding effect? Right now it's crap.

Add "Jet Pack"/

While the bonus is active, the "Up" command would move the player horizontally upwards.

Add team play

  • Add the possibility to divide the players into 2/multiple teams and collect team statistics.
  • Add the option to enable/disable friendly fire
  • Add the possibility to define team skin

Allow shot collision

Allow two shots to collide. This would be configurable so that for example bazooka shots will be able to collide with other shots but pistol bullets won't.

Add Chainsaw weapon

To extend the type range of the duel weaponry why not start with chainsaw (along the base support code base for melee weapons)? :)

Vertical shooting

It would be great to introduce aiming and shooting in vertical direction. Pressing up would aim your gun up and down would allow you to shoot under your character (logically when jumping).

Add melee "mode" aka fist fight

  • weak attack (minimum power)
  • very short distance of "shots"
  • the attacked player would get moved a bit in the direction of a punch
  • fast reload
  • automatically enabled when no shots are available
  • ideally add a distinct animation for every weapon (for melee fight)

Cannot be compiled using LLVM compiler (Clang)

When compiling on Mac OS using LLVM Clang compiler, there are C++ issues (still compiling as C++11 with C++11 extensions)

Users/maca/Devel/duel6r/source/World.h:64:74: warning: field 'waveHeight' will be initialized after field 'animationSpeed'
[-Wreorder]
: walls(blockTextures), sprites(blockTextures), water(blockTextures), waveHeight(waveHeight), anim...
^
1 warning generated.
[ 31%] Building CXX object CMakeFiles/duel6r.dir/source/PlayerSkin.cpp.o
/Users/maca/Devel/duel6r/source/PlayerSkin.cpp:53:26: error: implicit instantiation of undefined template
'std::__1::basic_string<char, std::__1::char_traits, std::__1::allocator >'
if (MY_KH3Open(fileName.c_str()) != MY_OK)
^
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1/iosfwd:188:33: note:
template is declared here
class _LIBCPP_TYPE_VIS_ONLY basic_string;
^
/Users/maca/Devel/duel6r/source/PlayerSkin.cpp:54:99: error: implicit instantiation of undefined template
'std::__1::basic_string<char, std::__1::char_traits, std::__1::allocator >'
MY_Err(MY_ErrDump(MY_L("APP00091|Nepodarilo se otevrit soubor %s s texturami postav"), fileName.c_str()));
^
/Users/maca/Devel/duel6r/source/mylib/mylib.h:83:63: note: expanded from macro 'MY_Err'

define MY_Err(x) MY_Error (FILE, LINE, x)

                                                          ^

/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1/iosfwd:188:33: note:
template is declared here
class _LIBCPP_TYPE_VIS_ONLY basic_string;
^
/Users/maca/Devel/duel6r/source/PlayerSkin.cpp:58:81: error: implicit instantiation of undefined template
'std::__1::basic_string<char, std::__1::char_traits, std::__1::allocator >'
g_app.con->printf(MY_L("APP00050|...Soubor %s obsahuje %d textur\n"), fileName.c_str(), ki.picts);
^
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1/iosfwd:188:33: note:
template is declared here
class _LIBCPP_TYPE_VIS_ONLY basic_string;

Multiple sounds per "action"

Hi there,
it would be great to have possibility to set up multiple sounds for each user's action. So the sound would be randomly chosen from the stored set.
Bye.

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