1 (edited by Assa 2020-10-18 17:49:22)

Topic: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

https://i.imgur.com/fom5Z49.png
Hello Community!

Like I promised i ported Catch16 to Teeworlds 0.7 and renamed it to Catch64!

What is Catch64?

At the beginning of the Round every player spawn in his own Team. Your team is indicated by your body color and your feet color.
Every time you hit another player, he moves in your team and gets your skin and skincolors.
If all players are in the same team, the game is over.

What is new?

There are a lot of small changes:

  • Now 64 players are supported (thats why its renamed to Catch64)

  • Teamcolors are shown by body and feet color

  • Skins are transfered completly, if you get hit

  • There is a selfkill cooldown timer, to prevent players from endlessly killing themselfs

  • You can change your skin! All changes are set at the beginning of the next round!

  • You can change the default weapon to Hammer, Gun, Shotgun, Grenadelauncher and Laser

Pictures

https://i.imgur.com/zoahrIR.png
https://i.imgur.com/Vf2sWQ0.png
https://i.imgur.com/cbvXoRA.png

Where can I play?

51.15.34.109:8407

The Server is hosted by TeeSlayer, thank you ^.^

Maps

The well known map grasscatch by Zatline is in the download

Links

You can find this Mod on GitHub! I would like your Feedback and would be happy, if you would give me a Star <3

GitHub - AssassinTee/catch64

Release

Release - automatically updated

You find a well written README and good documented Code there.
I wish you a lot of fun!

Assa

Note (07.01.2020): Updated to 0.7.4
Note (18.10.2020): Updated to 0.7.5:

  • added laserjump option

  • added randomized spawning

  • score is now only reset with sv_scorelimit option

  • broke chatcommands

2 (edited by Dune 2019-04-24 14:35:24)

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

Ohh, thanks for publishing it. I tried it out and it's really fun, especially with the skin parts retaining their color, that gives tees a lot of personality :)

Edit: If I understand well, the release.zip contains Linux binaries only?

Not Luck, Just Magic.

3

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

Yes, I have trouble compiling it for windows, since I need Visual Studio and have multiple versions of it installed on my windows pc.

Can you do a small guide and explain, how to color Broadcast messages? This would be a nice touch to this mod

4

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

Assa wrote:

Can you do a small guide and explain, how to color Broadcast messages? This would be a nice touch to this mod

In case you didn't already figure it out:
Just add one of the following in front of your broadcast message and every follow-up will be colored accordingly (until the next color-code):

^900 // red
^090 // green
^009 // blue
^000 // black
^999 // white

Values are RGB with values from 0 to 9.

(Probably should be documented somewhere, if it isn't already.)

5 (edited by CarmineZ 2019-04-25 20:59:44)

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

somebody with a modded client could turn off graphics and show only the game_layer? or just with the most used DDNet client (if it is still compatible with new version of TeeWorlds)
And players names? Are hidden server-side? (if possible)
anyway, well done!

6 (edited by Assa 2019-04-26 01:09:48)

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

Slayer *gV* wrote:
Assa wrote:

Can you do a small guide and explain, how to color Broadcast messages? This would be a nice touch to this mod

In case you didn't already figure it out:
Just add one of the following in front of your broadcast message and every follow-up will be colored accordingly (until the next color-code):

^900 // red
^090 // green
^009 // blue
^000 // black
^999 // white

Values are RGB with values from 0 to 9.

(Probably should be documented somewhere, if it isn't already.)

I already found that out by myself (by reading the client code) and asked Dune to write a small Tutorial, which is in work.
But thanks for the reply! Colored serverbroadcasts are already implemented since Catch64 v1.0.3 (we are on 1.0.4 today)

CarmineZ wrote:

somebody with a modded client could turn off graphics and show only the game_layer? or just with the most used DDNet client (if it is still compatible with new version of TeeWorlds)
And players names? Are hidden server-side? (if possible)
anyway, well done!

As far as i understand you want me to hide player names.
This is not possible since

- you can show the ID in the default client as feature
- as you mentioned you could easily write a "wallhack"  to counter that

see https://github.com/AssassinTee/catch64/issues/2

7

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

(Y)

Teeworlds [ friends ] clan
Some YouTube Stuff about Teeworlds

8

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

Catch16 AKA Color catch was one of my favorite underplayed MOD's & /\ssa's rendition is good. thanks!

Too bad there is not enough interest in it as people rarely play it, it needs too many players to get started, maybe we could fix that.

9

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

You don't need VS to compile tw on windows. Just use gcc.

10

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

Stitch626 wrote:

You don't need VS to compile tw on windows. Just use gcc.

Mingw is only officially supported on win32, and it's not easy to build with it. VS is the recommended way

Not Luck, Just Magic.

11

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

I didn't compile anything, gh-actions does for me smile
you can find the download on the github page

12

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

is it possible to hide nicks server side?
As it seems this is a disadvantage.
Or just set them to empty, I guess.
Was told that, just forwarding it here.

Teeworlds [ friends ] clan
Some YouTube Stuff about Teeworlds

13

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

jxsl13 wrote:

is it possible to hide nicks server side?
As it seems this is a disadvantage.
Or just set them to empty, I guess.
Was told that, just forwarding it here.

You can't hide players this way, because you can show the player ID in the nameplate and thus reveal the player.
However you could add custom tiles to make players (with characters) completly invisible

14

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

fokko has a nice idea of having tiles on the map that hide players, like placing those tiles where you can hide behind bushes and stuff.

Teeworlds [ friends ] clan
Some YouTube Stuff about Teeworlds

15

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

could totally do that, it's just another entity ^^
people complaint about camping, too and i should add a camping protection.

So where to go?

16

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

dunno, isn't catch64 about hide and seek? so camping seems normal to me.
But I haven't played it in ages.

Teeworlds [ friends ] clan
Some YouTube Stuff about Teeworlds

17

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

Randomize spawns and spawn protection

18

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

Thank you very much for this mod. Is it normal that the score is reset after each round ?

19

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

Chamaski wrote:

Is it normal that the score is reset after each round ?

Fixed

20

Re: [MOD] Catch64 - Colorcatch or Catch16 [0.7.5]

Sonix wrote:

Randomize spawns

Done

Chamaski wrote:

Is it normal that the score is reset after each round ?

Fixed - it does this only with sv_scorelimit now