Sorry for the wait!
This update took a lot longer than expected. There's a fair bit to talk about, so bear with me!
Feel free to skip the preamble and check out the TL;DR right below this section.
This year, in the process of rebuilding the game and while working on this update in particular, I kept coming back to one question: What makes a TTT remake on s&box worth playing instead of just going back to GMod?
A big part of the answer, for us, is taking advantage of the fact that we are building TTT on a modern platform with a modern engine. Within that branching set of opportunities, one of the most important is the chance to expand upon ideas and features that were historically limited by the platform it was built for, functionally and otherwise. The goal, still, is to preserve what makes TTT iconic while improving and modernizing everything around that. But on the other hand, we're not trying to just clone the gamemode here. New ideas can be welcome, too... Ideally, TTT gets to retain the same crisp, familiar gameplay at its center without being permanently bound to the technical, visual, and usability limitations that surrounded it in the late 2000s and early 2010s on GMod (and elsewhere) for both players and addon developers or map-makers.
With that in mind, I'll walk through what changed today and briefly cover what will change in the future.
TL;DR
TTT can now be played on nearly any map on the platform.
When a map doesn't contain TTT weapon spawns, the game will generate them automatically and sprinkle them around the playable area. As long as it has generic player spawns on it, you can now load up pretty much any map that looks interesting and see how well it plays.
Note that if TTT finds a weapon spawner in the map, it disables this. Maps like https://sbox.game/bolt/nacht and strangely, one or two others on s&box that I ran into while testing that have one or a couple of TTT loot spawns on it will only spawn the ones on there... which isn't exactly ideal!The Newton Launcher & Disguiser
are Traitor weapons that most are probably familiar with. If you're not, the Newton Launcher is a weapon that can shoot players and props and launch them with a physics impact. It's a lot of fun on maps with loads of props or maps where you can fall to your death. The Disguiser masks your identity from other players by reverting clothes to default if you're wearing your s&box outfit and hiding your name from other players on hover or radio commands. It also hides you from the Detective's radar scan.
...Plus improvements, polish, bug fixes and even more features. The longer I spent working on the bulky parts of this update, the more I noticed in the game that deserved polish and the worse I felt about not adding stuff that would be playable right off the bat after a month-long drought without any changes to TTT. They're all down at the bottom in the full changelogs.
Changes for Server & Lobby Hosts
Game rule configuration has been a focus over the last few months of development so that everyone can enjoy the game in the way they like. A lot of that work was oriented around server hosts in particular, and although the lobby creation screen had access to most of the options server hosts did, it wasn't quite as fine-tunable.
Custom rule presets
are now available from the creation screen. After choosing the options they like, players can save their selection as a preset for easy reuse next time they want to start up a lobby. This also includes custom map vote rotations, so you can specify exactly what set of maps you want to play or not play, including maps that are outside of the official pools.
Mapping Tools
I've added a large collection of mapping tools inspired by Hammer’s input/output system, along with several entirely new capabilities. These allow map authors to create bending and twisting paths, counters, object-based puzzles, breakable and explosive props that interact with them, custom damage behavior, ziplines, slides, and more. The full list of new tools is below in the changelogs, and the full list of everything available is below on our new wiki page.
Maps and their widely varying dynamic elements are the lifeblood of TTT in a lot of ways. We think to give the game room to grow and flourish in the modern landscape, map authors need a significant amount of additional freedom to create interesting, dynamic behavior. At a minimum, we're providing the capabilities that existed in Garry’s Mod, but this update already goes beyond that in several areas. If they so choose to, a mapper could set up a zipline for players to ride down a mountain or have a giant python slither across a map killing Innocents when a Traitor opens its cage. Again- taking advantage of the modern platform we're on and doing things that weren't really possible in the original game, while keeping it opt-in depending on how you want to play.
These tools and their value depend on what people choose to build with them. There's a lot of room for creativity here, too, so I'm pretty excited for the long-term prospects. My hope is that they give someone the missing piece or the bit of confidence to finally attempt a map idea they previously didn't know how to create.
Wiki and Documentation
- Lobby and server host settings, commands and configuration
- Moderation setup, commands and behavior
- Mapping guides, tool reference and how to configure them
- Player commands and how/when to use them
If you still have questions, notice something missing or behaving in a way that is unexpected, reach out to me on the Three Thieves Discord or feel free to submit an issue or pull request on the GitHub.
What else?
Moving more towards compatibility with the native API, bit by bit.
TTT has been around a while on the platform, which unfortunately means it has a good amount of outdated baggage internally. A lot of my work over the last 8-9 months has been about trying to remove and rework systems to get us up to speed. As s&box updates and adds tools which make sense for TTT to use or that offer a function we already have, I try to either use them directly or at least get us aligned with them (even if they often seem to come just after I've set ours up already 😭). I believe this is good practice as a generality, but it's also in preparation for more intuitive addon creation in the future. At some point, most developers on s&box are going to be used to doing things in a certain way if there are native components for them. TTT wants to be in line with that so it's as seamless & simple as possible.
This update, one of those alignments was native components like
Door or TriggerHurt colliders. Since TTT can be played on maps that don't target the game now, we don't want to be unable to do things like open doors just because they aren't our TTT-specific, I/O compatible doors or not get killed when we fall out of bounds. On the flipside, TTT doors now align themselves player input-wise, so our maps shouldn't be annoyingly half-playable due to doors not being compatible with other games using IPressable. Starting formal versioning for TTT with v0.8.0
TTT has already been publicly available and actively updated for some time, so this is not intended to represent its first release. Instead, v0.8.0 establishes the current gamemode as our versioning baseline as we continue working toward the larger 1.0 milestone. All future updates will now include consistent version numbers and changelogs, making it easier to track new features, fixes, compatibility changes, and the overall progress of the gamemode.
What's next?
As usual, updates will have a sprinkling of features, fixes, tweaks and improvements. I'll be adding new traitor weapons, new gameplay features and functionality with each update.
The next smaller bit of work I'm doing is setting up prop buoyancy and implementing eEight's incredible water visuals library.
As always, if you run into any issues, reach out on our Discord.
I sincerely hope you all have as much fun playing, hosting or mapping with these new changes as I had making and testing them. Updates after this should come with a bit more frequency. Until next time!
I sincerely hope you all have as much fun playing, hosting or mapping with these new changes as I had making and testing them. Updates after this should come with a bit more frequency. Until next time!