Releases: xzxADIxzx/Join-and-kill-em-together
Something wicked this update comes
This is more of a patch than a themed update, but I decided to rework the secret level in it.
- Fixed a bug due to which the notification about a new release of the mod was rendered under the main menu buttons
- Update the reflection tools
- Optimized the damage packet by another 3 bytes
- Fixed the damage from coins' reflections
- Hide the hell map after teleportation
- Fixed the instaclick mechanic
- Fix a bug due to which ricoshots weren't displayed in the style hud
- Made the cheats allowed option disabled by default
- Added a mods allowed option to auto-kick people with other mods; contributed by Fenicemaster
- Minor improvements in UI
- Made the chat slightly wider
- Added a spectator mod for the Cyber Grind and 0-S
- Made PPP affect the speed of Something Wicked
- Made Something Wicked target other players too
- Changed the label in the spectator mod at 0-S
- Add a filter to the chat that ignores messages from banned people
- Improved the rotation of an item in the hand of a player
- Fixed the blue skull at 0-S
- Disabled jump at 0-S
- Fixed a bug due to which skulls and other items could disappear after the death of a player who holds 'em
- Disabled join and leave messages for banned players
- Fixed an unloading issue at 5-1
- Made the /level command work with "7-1" as well as "7 1"
- Added a cup of V2 to the throne emote
- Fixed an unloading issue at 7-2
- Fixed the damage from coins' reflections of alternative revolvers' primary shots during split shot timing
- Added additional limitations for the chat to the endpoint
- Fixed a bug due to which some bad people were able to spawn more than 12 rockets at a time
- Decreased the limit of rockets, cannonballs and coins from 12 to 10
- Replaced water with acid at 0-S
- Added a respawn trigger at the end of 0-S
- Fixed some minor coin bugs; asked by Glitch
- Added another anti spam system to prevent lobbies from being ddosed on data level
- Jakito no longer crashes the game
- Fixed double teleportation of players when non-host reaches a trigger
- Optimized items logic
- Fixed ghost items
- Made Ferryman transfer to the second phase at exactly 50% of health
- Made hook unavailable at 0-S
- Added notification for banned players
- Rock paper scissors taunt now prints the result into the chat
- Fixed missing enemies at 1-1 and 2-3
Firmware update
I improved the synchronization of everything to the level where I can be proud of it, and also refactored the whole net code.
- Make the nickname above players more clear
- Corrected the renderer order of world canvases
- Fix the sorting order of the hud message fragment
- Added a collection of the network stats
- Added a debugging menu
- Added more info to the debugging menu
- Fixed a bug with names containing [ in the chat
- Added the ability to load 7-S through the /level command
- Replaced SteamId (8 bytes) with AccountId (4 bytes)
- Fixed the soft lock after connecting to a lobby during a battle with the Minotaur
- Fixed the soft lock after respawning during a battle with the brain
- Made the player doll slide and fall particles bigger
- Fixed a bug due to which the game continued to think that the player is holding a skull, even after the skull was taken from them
- Reduced the amount of damage that players receive from other players, especially from the drill
- Synchronized the damage of the new weapons
- Optimized the writing of entities by about 5-10%
- Rewrote the logic of bullets and projectiles
- Added the auto-destruction of the weapon in players' hands after their exit from the lobby
- Synchronized gasoline
- Synchronized explosions from alternative overpump
- Fixed the ping after a shot from the rocket launcher
- Made these annoying sounds from weapons quieter
- Synchronized the size of rockets' explosions
- Painted coins in the colors of the teams
- Synchronized coins positions
- Made the "flash" of the coin more noticeable by turning it to the player
- Added cool effects to the second phase of the coin
- Made coins priority aiming at players if PvP is allowed
- Fixed the trails of rockets, cannonballs and coins coming from the beginning of coordinates
- Improved Sam's pronunciation of Russian's И and Е
- Synchronized coin-punch
- Synchronized split-shot & other coin-stuff
- Finished the team coins
- Fixed bugs related to the last patch of the game
- Added the basis for the future synchronization of custom enemies
- Optimized idols (400-464 b/s => 32 b/s)
- Optimized sentries (400-464 b/s => 176-384 b/s)
- Synchronized the sentries states: standing, moving, aiming
- Optimized malicious faces (400-464 b/s => 176-368 b/s)
- Synchronized malicious faces' beam charges
- Synchronized the destruction of the malicious face's corpse
- Fixed the bug with a malicious face shooting not from its mouth
- Added auto-cleaning of enemies' corpses
- Fixed the bug with accumulating corpses of enemies in the Cyber Grind
- Synchronized the animation of cerberus rising from their pedestals
- Fixed a bug due to which StyleHUD was spamming with errors to the in-game console
- Gave clients the ability to start the boss battle at 0-1
- Gave clients the ability to start the secret boss battle at 0-2
- Destroyed buggy invisible walls in some doors at 0-2
- Gave clients the ability to start the first boss battle at 0-3
- Gave clients the ability to start the ultra hard boss battle at 0-5
- Gave clients the ability to start the secret boss battle at 1-2
- Fixed the transition to the second phase of the Corpse of King Minos with a scaled boss health
- Synchronized the names of bosses in the health bar
- Synchronized the lighting in an arena at 3-1
- Replaced destroyed doors with a teleport at 2-4
- Synchronized Gabriel intro & outro cutscenes at 3-2
- Gave clients the ability to start the boss battle at 3-2
- Optimized common enemies (400-464 b/s => 352 b/s)
- Optimized Gabriel (400 b/s => 368 b/s)
- Synchronized Gabriel's attacks
- Synchronized the torn hand of the swordsmachine at 0-3
- Synchronized Agony and Tundra
- Synchronized the Gabriel's intro & outro cutscenes at 6-2
- Gave clients the ability to start the boss battle at 6-2
- Synchronized Angry Gabriel's attacks
- Synchronized the limbo buttons at 4-1 and 4-2
- Synchronized V2's intro & outro cutscenes at 4-4
- Gave clients the ability to start the boss battle at 4-4
- Synchronized the slide animation on the second phase of V2 at 4-4
- Forbade clients to restart the mission in the Cyber Grind
- Allowed clients to launch waves of enemies in the room with a red skull at 5-2
- Optimized the synchronization of world triggers
- Optimized the Minos' hand (400-464 b/s => 176 b/s)
- Forbade the skull door at 6-1 to close to prevent a soft-lock
- Improved the synchronization of Leviathan
- Optimized Leviathan (736 b/s => 160 b/s)
- Allowed clients to launch the fight with Leviathan
- Made P-rank in multiplayer purple
- Fixed a bug due to which skulls could stay after reloading of the level
- Added a label for the loading screen
- Added more stats to the debugging menu
- Optimized the target finding by skipping it on some frames
- Fixed the uploading of sprays
- Increased the speed of sprays uploading
- Increased the lifetime of sprays
- Removed the cooldown on sprays uploading
- Optimized the reading and writing of data
- Optimized hideous masses (400-464 b/s => 172 b/s)
- Made hideous masses switch to the second phase by exactly 20% of their health
- Synchronized the limbo button at 7-1
- Optimized Johninator (400-464 b/s => 352 b/s)
- Optimized Minotaur (368 b/s => 304 b/s)
- Allowed clients to use the claw at 7-2
- Reworked the synchronization of every level
- Fixed a bug due to which some locations could be unloaded while the player is in them
- Made enemies not target dead players
- Optimized players (928 b/s => 688 b/s)
- Removed the ping of using the hook on an enemy
- Synchronized guttermans' explosions
- Added an option to enable the healing of bosses after the death of a player
- Made PPP work even if there is only one player in a lobby
- Painted the reflection of a team coin
- Fixed a bug due to which the lasers of the brain at 7-4 could disappear after respawn
- Synchronized insurrectionists' attacks
- Synchronized insurrectionists' knockdowns
- Synchronized the color of the insurrectionist at 4-2
- Synchronized Angry and Rude
- Optimized insurrectionists (400-464 b/s => 368 b/s)
- Fix a bug due to which clients were unable to load into the museum
- Made the cheats allowed option affect clients only
- Decreased the chance to see the secret message during loading
Paint the world with sprays
The update was released sooner because of the critical bug associated with the new version of the game; the new weapons weren't synchronized.
- Added sprays
- Added a new menu for sprays
- Added white- and blacklist for sprays
- Fixed compatibility with the last update of the game
- Corrected the display of the new weapons in the hand of V3
Silly manager...
Corrected a misunderstanding with the silly mod manager.
- Updated the font in a few in-game UI fragments
- Fixed the issue with r2mm and bundles
Multilanguage
Redesign of the interface, translation into 10 languages and synchronization of 7-4.
- Moved every line of text to the bundle
- Added Spanish translation
- Added Russian translation
- Added Italian translation
- Added French translation
- Added Polish translation
- Added Ukrainian translation
- Added Portuguese translation
- Added Filipino translation
- Added Arabic translation
- Made interface much more compact
- Separated the UI and UI Builder
- Removed the sketch of Museum Cinema
- Made pink color softer
- Ultrafixed ultrawidescreen issue
- Removed the ability to bind anything to LMB
- Made the "Always On Top" option work with player information fragment
- Fixed the bug leading to the shaking of the camera after respawn in the Cyber Grind
- Removed the ULTRAPAIN difficulty support, because it doesn't work anymore
- Made the /level command work with Sandbox, Sand, The-Cyber-Grind, Cyber, Grind and CG arguments
- Added a little lightbolt icon to the player info entry
- Fixed a bug due to which some messages didn't fit into the chat
- Update the tips that shows up once a lobby created
- Slightly changed the order of the keybinds in the settings
- Fixed menus popup during typing
- Fixed a grammar issue in some langauges
- Updated the state machine
- Now you can freely switch between menus without closing the previous one
- Made the text of the discord button more clear
- Made grey color slightly lighter
- Improved lobby list
- Added the ability to connect by code or open the lobby browser in the main menu
- Added a green knuckle blaster
- Added bundles for everything in the mod
- Added micro transactions
- Deleted the mod because of MULTIKILL release
- What?
- A very big and very important innovation that takes everyone's breath away
- Added RTX support
- Received a DMCA strike from Hakita for copyright violation so I deleted the mod
- Celebrated 1st April :D
- Added hud open effect to the Jaket main menu buttons
- Made PPP actually work when there is only one player in a lobby so you can use it to make your offline game more difficult
- Fixed ban
- Fixed enemies targeting wrong players
- Slightly updated the texture of the green knuckle
- Improved the sync of 0-5
- Added the filler text to the basement terminal
- Added more lore to the description of V3; contributed by fenicemaster1 :3
- Added synchronization of Earthmover's Security System
- Synced Earthmover's interior stuff
- Added cool effects and a sound for teleportation
- Synchronized the Earthmover's brain and the run-away part of the level
- Fixed Arabic translation
- Fixed a bug with teleportation at 7-4
Really cold fix
I did not notice something in the previous release, so catch a fix.
- Fixed the rotation of the Corpse of King Minos at level 2-4
- Synced the eyeball at level 3-2
- Destroyed the door of the arena at level 3-2
- Synced the acid level
- Destroyed the door of the arena at level 6-2
- Added labels for small terminals so that their turnover became more obvious
- Filtered empty lobbies in the browser
- Renamed Myth to Cyber Grind, 'cause it's no longer a myth
- Fixed the door that was blocking the players who died on Sisyphus Prime
- Ultrafixed enemies respawn (I hope)
The violence of the Multi Grind
Synchronization of what you've been waiting for - the Cyber Grind and the 7th layer!
Phew, this update took me a lot of time...
- Now reader and writer use unmanaged memory which is supposed to be faster
- Synchronized the damage from the the rocket launcher cannonball, harpoon and shotgun zone
- Optimized damage packet size
- Fixed the possibility of enemies spawning in the lobby with cheats turned off
- Saws no longer break on allies in a lobby with PvP turned off
- Fixed cheats that remained enabled after being banned by the host
- Made the doors always unlocked
- Now remote players can also open the doors
- Doors no longer unload locations, which is necessary for the new multiplayer
- Doors unload locations again, but now only when there are no players there
- Synchronized the spawn, movement and destruction of the cannonball
- Added the ability to take cannonballs from other players using a parry or hook
- Fixed damage from chargebacks
- Fixed weapon color synchronization not working after the update
- Optimized player packet size
- Synchronized the rocket
- Fixed double explosion from the core
- Added a command to load levels
- Deleted the synchronization of open doors, because the doors are now always open
- Synchronized some enemies from the seventh layer
- Removed doors on levels 2-4 to prevent players from getting stuck
- Duplicated the torches on 4-3 and P-1 so that players would not walk in the dark
- Fixed unsynchronized lighting and music at levels P-1 and P-2
- Synchronized the timer shutdown at the above levels
- Removed arena boundaries at levels 5-2 and 6-1
- Synchronized the opening of the initial & final door
- Added the ability to load prime and secret levels with the level command
- Added a custom logger to make messages more beautiful and have a prefix
- Added logs wherever I could
- Removed an additional skull from level 5-2 that the developer left
- Items are now only loaded after creating a lobby, so the 7th layer will no longer be broken in offline play
- Made audio mixer loading asynchronous
- Rooms no longer reset when the host dies. Hurray, hurray, hurray! 🎉
- Rewrote the remote player (again)
- Optimized the "bottleneck" of networking by 3 bytes
- Synchronized a skull case in 7-2
- Added synchronization of activated world triggers for new players
- Synchronized the freezing of rockets and the transfer of its owner
- Added a comprehensive administration system so that no one can spam the lobby with projectiles, enemies or plushies
- Replaced the kick message with a ban message
- Added new style bonus
- Fixed a bug due to which screwdriver's damage was multiplied by the number of players
- Magnets and screwdrivers can now get stuck in the local player if was sent by a remote player
- Added the ability to punch magnets stuck in the local player so you can escape death
- Refactored the Cyber Grind synchronization code
- Added a new death screen for the Cyber Grind and respawning
- Fixed the red altar at the very beginning of the level 7-1
- Fixed the duplicate red skull
- Removed two doors that prevent you from going further in multiplayer
- Added Steam Rich Presence support; contributed by kekson1a
- Made the health bar size constant
- Added an ellipsis above players' heads indicating that the player is typing
- Synchronized the secret boss at 7-1
- Synced the secret boss door
- Fixed the Minotaur cutscene
- Fixed a bug due to which the trolley was replaced with a Florp
- Synchronized the trolleys in the tunnel at 7-1
- Synchronized the death of the first phase of the boss in the tunnel
- Synchronized the fall of the tower at 7-2
- Fixed slippage from trolleys
- Fixed accumulating zoom when shooting with the interface open
- Synchronized the door of the Very Cancerous Rodent at level 1-2
- Fixed a bug with teleportation to an unloaded location
- Fixed respawn during the battle with the Minotaur
- Fixed getting stuck on the sides of the elevator after loading a level
- Fixed the disappearing room in front of the boss fact
- Moved the weapon color data to a separate packet, in which in the future there will also be data about the player's suit
- Finally made the hook work for clients and attract enemies! 🎉
- Synchronized different things in the Mandalore's room
- Fixed the wall blocking the exit at 6-1
- Synchronized V2 cutscene at 1-4 (this took me 3 hours, god)
- Synchronized V2 death cutscene and music
- Synchronized the drop of a shotgun from Swordsmachine
- Fixed the hand at level 2-4
- Removed the invisible wall at the same level
- Fixed spam with dev plushies
- Synchronized The Corpse of The Corpse of King Minos
- Added a new point to the interactive guide so that people do not miss the Emoji Wheel
- Synchronized the trees at level 7-3
- Synchronized the glowing red skulls above the door
- Destroyed the bugged torch at level 7-3
- Unlocked some doors that would prevent clients from going further
- Added teleportation to the last room of 7-3
- Fixed bugged collider of a door at level 7-3
- Synchronized the opening of a big door
- Synchronized the death of puppets after filling a tree with blood
- Synchronized all of the hook points
- Synchronized Minotaur: intro, attacks, death & etc.
- Added a protection from joining Multikill lobbies
- Marked Jaket lobbies to prevent Multikill players from joining them
- Synchronized trams speed; contributed by Ardub
- Added color formatting to the chat
- Fixed the desync of some hook points
- Made the doors on the rails always open
- Fixed the buggy death trigger in the last room of 7-2
- FIxed the bomb at level 7-2
- Fixed "small" terminals at 7-2
- Made enemies target players
- Added funny message at the beggining of the level 7-2
- Fixed enemies desync in the Cyber Grind and other levels
The world looks red
This update simply allows the mod to run on the latest version of the game.
Synchronization of the seventh layer and new enemies has not been added.
Freedom
The mod is finally ready to leave the parental nest and fly free.
- Updated the lobby tab
- Added the ability to make the lobby private
- Added the ability to connect to a private lobby using a code
- Removed the ability to shoot in various menus
- Fixed menus overlap
- Fixed error spam in the console, which should improve performance
- Painted the discord server button in blurple color
- Added various useful messages to make the lobby more convenient to use
- Added mod version markings to the lower left corner of some mod menus
- Remade the list of players, added new buttons there
- Completely got rid of the old interface
- Added a prototype of the public lobby browser
- Added a full lobby list with some additional information
- Fixed the movement in the lobby list
- Changed the names of some maps in the lobby list
- Added the ability to change the lobby name
- Enabled auto-update of the public lobbies list
- Added lobby search by name
- Added a pointer, like in portal :3
- Synchronized pointers
- Added a simple animation of the birth and death of the pointer
- Added display of overhealth
- Added a sketch of new control settings
- Moved control settings from UMM to the settings menu
- Added tts volume saving
- Added reset settings button
- Added the ability to block cheats and turn off PvP in the lobby
- Added auto-turn off taunting after loading scene
- Fixed a bug related to previous change
- Added boss health multiplier
- Added safe events
- Transferred the majority of listeners to safe events
- Completely got rid of dependence on UMM
- Made player indicators always visible if pvp is disabled
- Fixed hand health synchronization
- Fixed the green health bars of bosses
- Added the ability to make the hand always green
- Added the ability to return freeze frames
- Added the ability to kick players out of the lobby
- Fixed a few minor bugs
- Fixed auto aim on teammates
- Blocked sending the rank to the Steam leaderboard if multiplayer was enabled on the level
- Slightly changed the structure of the project by stuffing assets into subfolders
- Fixed an invisible error when loading the game
- Enemies are now loaded via addressable assets
- Synchronized dev plushies position in the museum
- Added the ability to move items between clients
- Minor polishing of item mechanics
- Added a new interface menu displaying the health and railgun charge of teammates
- Added a human command handler to get rid of crutches
- Added new chat commands
- Slightly changed the welcome message
- Added a command for spawning a dev plushy
- Optimized data writing
- Added synchronization of items (skulls, baits, etc.)
- Added synchronization of altars with objects
- Fixed the client taking skulls
- Fixed the transfer of skulls from hand to hand
- Fixed killing an idol with a hook
- Fixed some doors activated by altars
- Added saving auto tts
- Fixed a bug with ghost players in the chat
- Fixed indicators pointing to exited players
- Plushies now drop from a player who has left the game
- Added a list of all mod authors and contributors
- Added the ability to use dashes on a skateboard
- Added an interface for displaying stamina and skateboard speed
- Updated README for release 1.0.0
- Added an interactive guide so that people don't ask about F1 anymore
- Fixed a bug with ghostly husks
- Synchronized fire from the torch
- Fixed the absence of V2 in the second phase
- Fixed the display of health in the boss bar after the death of an enemy
Really hot fix
I sincerely apologize for the mistake with the last release.
- Fixed a bug due to which the levels wouldn't load without Ultrapain
- Fixed soft lock when closing the lobby in rooms with bosses
- Fixed flight via taunts + explosion
- Fixed taunts falling underground
- Fixed the ability to get off the rocket during a pause or in the console
- Ultrasoap was back from the dead, but I finished it off again