Mush Match v1.3.5

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NemesisNeS
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Re: Mush Match v1.3.2

Post by NemesisNeS »

Gustavo6046 wrote: Wed Mar 23, 2022 4:44 am Thanks, buddy! Nice to hear that you enjoyed trying the gametype out :)

Yeah, I'm always around on Discord, as well as on IRC and XMPP. By the way, have you joined the UT99.org Discord yet or?...
Yeah I did, I'm barely on though since I'm testing stuff out and working on my own project. I mostly hit up IdleRPG and every now and then I tend to follow up on what's new on discord with UT99.org and other UT related stuff.
Feeling the urge to kill people who put up links with advertisements....
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wallabra
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Re: Mush Match v1.3.2

Post by wallabra »

Well, best of luck with your project, mate!

Mush Match is undergoing a bit of a development hiatus right now. Basically everything in the todo list is a major change and a bit daunting to even start working on.

I think I could start by improving feedback on when someone is suspected or infected. Maybe a screen tint flash? How can I do that?
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Re: Mush Match v1.3.2

Post by a9902957@nepwk.com »

viewtopic.php?p=144603#p144603

For maps where it is cramped I thought back to the cool lightsaber weapon.
( viewtopic.php?p=56236#p56236 I only ever used the original one so far, though).
But would have to adapt it so that you cannot block infinitely same with force push alt-fire.
Guess some force point pool like in MovieBattles II, and here every projectile reflection (less so) or force push use (A LOT so) would drain the pool
and it would only replenish slowly over time.
So a jedi version of the 2k4 shield gun kind of.
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wallabra
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Re: Mush Match v1.3.4

Post by wallabra »

With Buggie's help, I finally fixed what used to be a recurring crash. That and other changes just went live with

v1.3.4!

You can grab it in the GitHub Releases page here.

But here's a changelog:
  • Make the scoring of a kill propagate to the killed's suspector when applicable
  • Fix score voided when infecting as mush and triggering match end
  • Tweak default chances for individual suspicion
  • Ensure killing a mush won't lead other humans to suspect on you
  • Fix recurring ClearShot crashes!
  • Show health when dead, or when both viewer and identify-target are Mush
Happy mushing! :D
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wallabra
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Re: Mush Match v1.3.5

Post by wallabra »

v1.3.5 is out, a bugfix release.
  • Make special weapons (Sporifier, Beacon Launcher) only self-destruct if not owned.
  • Fix behaviour with Piñata-esque mutators that use the Inventory linked list on ScoreKill
The main reason for this bump is, admittedly, to draw attention to the rewrite of the top post. I was clearly not at all a good writer in my youth, but if there's two things this gametype deserves, it's multiplayer matches and love.
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papercoffee
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Re: Mush Match v1.3.5

Post by papercoffee »

People need to talk in this mod with proximity VC, without using team speak or Discord.
Then I believe this mod can be an interesting Amungus kind of game mode even streamer could get interested in.
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wallabra
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Re: Mush Match v1.3.5

Post by wallabra »

papercoffee wrote: Mon Jul 28, 2025 4:36 pm People need to talk in this mod with proximity VC, without using team speak or Discord.
Then I believe this mod can be an interesting Amungus kind of game mode even streamer could get interested in.
Yes, that is exactly the best scenario for this game! Imagine the chaos!

This gametype has been in sporadic development since the late 2010s. So a lot of old code maintenance, you probably know the pain lol.

I'm not even necessarily done with it. I still think about some ideas to expand the gametype and bring it a bit beyond mere first-person shooter Among Us.
  • "Spore traps" - landmine/sprinkler type things that mush can place down at the cost of a lot of spores, they can infect humans
  • "Cameras" - can shoot suspicion beacons at mush holding a Sporifier
  • - "Microwave cameras" - can identify mush regardless of what they're holding, but still can only shoot suspicion beacons at them
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