26

Re: [MOD] iVampire

Dune wrote:

if I remember correctly, strcmp takes 2 arguments and str_comp 3 (a size being the third)

You don't remember correctly.

int str_comp(const char *a, const char *b);

(system.h)

27

Re: [MOD] iVampire

heinrich5991 wrote:
Dune wrote:

if I remember correctly, strcmp takes 2 arguments and str_comp 3 (a size being the third)

You don't remember correctly.

int str_comp(const char *a, const char *b);

(system.h)

Wups, forgot there is no third argument for str_comp. Apologizes.

Not Luck, Just Magic.

28

Re: [MOD] iVampire

@Dune

int str_comp_num(const char *a, const char *b, const int num);

;)
However, i'm confused that i can use str_cmp too... oO

29 (edited by Dune 2011-07-04 15:09:19)

Re: [MOD] iVampire

Slayer *gV* wrote:

@Dune

int str_comp_num(const char *a, const char *b, const int num);

;)
However, i'm confused that i can use str_cmp too... oO

str_comp, not str_cmp. And str_comp supposes the strings are null-terminated (it's in the comments), that's why you don't need to tell him the size.
Most of the string manipulating functions from system.h require this size parameter (str_copy, str_format, ...).

Not Luck, Just Magic.

30 (edited by Slayer *gV* 2011-07-04 23:38:40)

Re: [MOD] iVampire

~Release~: Beta 1.0

Hey Tees,
i decided to release this update as Beta 1.0!
To download server binaries look at the first post.


Changelog:

- Code tweaks
- Bugs (+ 2 criticals) fixed
- Removed Hide-Names System. The current state wasn't good enough to find its way into a release! I might possibly
  reimplement this feature, when I managed it to design it smarter.
- Added Healing System for teamplay (vitdm, victf)
     - Hit a teammate to transfer one health point to him (Means you will lose 1 health, while he gains 1 health)
     - Will only work, when you have more than one health -> you can't suicide by accidentally hitting a mate
     - Damagestars will occur to indicate the current health of both, player and mate
     - Can be enabled/disabled via settings (sv_teamdamage), while 0 keeps "off", 1 "enabled" and 2 will be "healing"

31 (edited by HipHopBlond 2011-07-13 14:01:33)

Re: [MOD] iVampire

Slayer *gV* wrote:
~Release~: Beta 1.0

Hey hou ma friendou, excuse my irresponsibility, but I forgot about the promise I made, here you go:

TeeWorlds_iVampire_Server_Windows.exe (From latest SC on Git)

TeeWorlds_iVampire_Server_Linux (From latest SC on Git)

The new features in the changelog look really cool smile /hhb.

32

Re: [MOD] iVampire

Hip-Hop_Blond wrote:

TeeWorlds_iVapire_Server_Linux (From latest SC on Git)

Thank you Hip-Hop_Blond! smile
Its ok when your name appears on my credits-list?^^

33

Re: [MOD] iVampire

~Release~: Beta 2.0

To download server binaries look at the first post.


Changelog:

- Update to Teeworlds 0.6.1

34 (edited by HipHopBlond 2011-08-06 16:20:36)

Re: [MOD] iVampire

Slayer *gV* wrote:
~Release~: Beta 2.0

To download server binaries look at the first post.


Changelog:

- Update to Teeworlds 0.6.1

TeeWorlds_iVampire_Server_Linux_v2 (From latest SC on Git)

Congratz on the new version

35

Re: [MOD] iVampire

played it some mins ago...
absolutely awesome mod! <3
Like it!

36

Re: [MOD] iVampire

Please remove the gametypes CTF, DM and TDM from your mod. matricks said here that no modded servers are allowed to run vanilla gametypes, even if vanilla gameplay isn't affected.

37

Re: [MOD] iVampire

Thought vanilla wasn't affected in any way, i respect that you want to have absolute control about vanilla and server running it.


~Release~: Beta 2.1

To download server binaries look at the first post.


Changelog:

- Removed Vanilla Gametypes (using dm, tdm or ctf for sv_gametype will cause running vidm, vitdm or victf)
- implemented messages showing the correct version-number (in this case "Beta 2.1") ("version" for rcon, "/info" for chat, and a message in the server-console on start up)

38

Re: [MOD] iVampire

heinrich5991 wrote:

Please remove the gametypes CTF, DM and TDM from your mod. matricks said here that no modded servers are allowed to run vanilla gametypes, even if vanilla gameplay isn't affected.

Slayer *gV* wrote:

Thought vanilla wasn't affected in any way, i respect that you want to have absolute control about vanilla and server running it.

~Release~: Beta 2.1

Can't say I didn't told you so!

1KB difference...

TeeWorlds_iVampire_Server_Linux_2-1

39

Re: [MOD] iVampire

Dune wrote:
Hip-Hop_BLOND wrote:

All I can tell you so far is that server is crashing every 2/3 hours... (almost any time I look at that monitor it's giving me a send/don't send error), I can tell you much as it's hosted on windows, but it's usually after a new round starts (map rotation activated)

That's how you can see which are the good mods. This one is a good one. My mods crash approximatively every 2 minutes big_smile

Wait , if you're a mod as the icon near your avatar, how can a person crash every 2 minutes ? o.O

Not Magic.Just Luck.

40

Re: [MOD] iVampire

This thread is pretty old, please don't dig these up for this.

Not Luck, Just Magic.

41 (edited by Slayer *gV* 2018-12-13 21:47:25)

Re: [MOD] iVampire

Release: 3.0

To download server binaries look at the first post.

Changelog

iVampire

  • Laser damage increased to 2 for easier comebacks

General

  • Update to Teeworlds 0.7.1

42

Re: [MOD] iVampire

Version: 3.1

To download server binaries look at the first post.

Changelog

iVampire

  • Increase max health to 6

Instagib

  • Tees spawn with 1 health

General

  • Reduce Spawnprotection to 1 s

  • Armor spree counter up to 10

  • Toggle for spree messages (sv_killingspree_msg)

43 (edited by Slayer *gV* 2018-12-26 10:24:35)

Re: [MOD] iVampire

Version: 3.2

To download server binaries look at the first post. Now even with windows binary!

This update polishes existing features and updates the Teeworlds source to 0.7.2.

Changelog

iVampire

  • Removed hit sound when no health was transferred to the hit teammate

  • Reworked KillingSpree texts

Instagib

  • Improved /help message

General

  • Added LaserJump explosion sound

  • Removed LaserJump laser bounce

  • Reworked KillingSpree:

    • Added 15 s timelimit to the last kill, otherwise it runs out

    • Added indicator that the KillingSpree is running out: The armor bar starts blinking 3 s prior

    • Moved KillingSpree from chat to broadcast, colored

  • Reduced SpawnProtection time from 1.0 s to 0.8 s

  • Added variable 'sv_spawn_protection' [0, 1] to disable/enable SpawnProtection (default: enabled)

  • Separated Mod code from Teeworlds code (thanks @LordSk for his idea!)

44

Re: [MOD] iVampire

Version: 3.3

To download the server binaries please go to the first post.

Changelog

iVampire

  • On SUR gametypes (LMS, LTS) tees will spawn with 6 health (by default).

Grenade Instagib

  • Added: Instagib with grenade launcher.

  • Displayed as [v]g[DM, ...] (e. g.: vgLTS for iVampire grenade LTS).

  • Fully compatible with the features of Instagib and iVampire.

  • Weapon: Grenade. Explosions have a lethal radius and will only kill if too close; no friendly fire or selfdamage.

  • Ammo is limited by default to 6 and will regenerate slowly.

General

  • Updated Teeworlds to 0.7.3.1.

  • Added Grenade Instagib.

  • Spree messages now highlight the player's name.

  • Fix: On SUR gametypes (LMS, LTS) tees spawn with 5 armor.