"Entering BlockZ server from DDNet with zbSkyCraft as map, and going into cp 21, directly under the spawn, then kill while falling causing a similar freeze
(thats an official ddnet server)"
crash.zip Provided by ChillerDragon. After a few minutes there's an infinite loop: Thread 1 "DDNet" received signal SIGINT, Interrupt. 0x0000555555f097b5 in vector2_base&a...
@Headshot 2 things:
1) You can shoot the grenades in the middle, if they stay on their half it counts as a point and the team cant reach them.
2) I was wondering why people wait at the door minigame since its random. But you can see who died in the kill messages (I have that turned off) and basically know which door is correct
1 was intentional design to sort of avoid the tees in each team side getting too close and playing Wii Sports Tennis, but will be later fixed by having the grenades stuck in the middle -pushed- to the nearest team side
2. that's kind of the fun in it, but if people want, i could turn off killmessages for it
funnily enough there is a whole gamemode in tf2 that is all about the going first thingy. its called 'deathrun'
one player is the gamemaster, outside the map
all other players are in the map, must get past obstacles
the one player can activate each obstacle individually, usually killing the players who are inside them (some can be easier avoided than others)
usually the team in the inside always walks together -> stop before each obstacle -> some players try to bait out the trap activation -> at some point everyone gets past that obstacle -> repeat(edited)
22:08
deathrun actually has a significant bigger community than tf2ware (one of the modes teeware takes inspiration frmo)
Patiga
funnily enough there is a whole gamemode in tf2 that is all about the going first thingy. its called 'deathrun'
one player is the gamemaster, outside the map
all other players are in the map, must get past obstacles
the one player can activate each obstacle individually, usually killing the players who are inside them (some can be easier avoided than others)
usually the team in the inside always walks together -> stop before each obstacle -> some players try to bait out the trap activation -> at some point everyone gets past that obstacle -> repeat (edited)