Trouble in Terrorist Town changelog Notes: This changelog may not be 100% up to date. Compare the most recent version listed here with the one shown in the game (and printed by ttt_version) to check. Version number is just the date at which the version was released, with a letter added on if there were multiple releases on the same day. Dates are in European style, DD-MM-YY. The first version of TTT was released on 02-09-09. The changelogs are posted in a forum thread, and are pasted here unmodified, so if anything looks like it was supposed to be a link, it probably was one. -------- v241209: - Reworked HL2DM weapon/ammo replacement. Code has been simplified and (probably) sped up. * The ammo and weapon removal convars have been removed, they weren't used (or useful) in practice and they complicated stuff. * When entities are imported from a placement script, all HL2DM weapons and ammo are now removed as they should. - Added placement scripts for all standard CS:S maps. The contributors who provided all but two of these scripts were: Ajunk, Broadsword, eeny, JossiRossi, that guy, and worbat. - Added unobtrusive hint on spectator HUD about basic keys (switching through players, prop possession) - Fixed players in spectator mode who disable spec mode during prep not getting spawned when the round starts. - Fixed the top MAC10 kills award text being too long, getting clipped. - Weapon Placer STOOL improvements: * Count button that prints a report of the number of primary weapons, secondary weapons, grenades, etc. * Added dialogues for importing and exporting that allow you to change the name of the file. * Entity list now shows more descriptive names rather than the raw entity classes. * Ammo is now placed by selecting the matching gun and right clicking, rather than separate entries in the list. * It is now possible to make random weapons create ammo by manually editing the script. See de_piranesi script for an example. I'll document this in the guide soon. --- v201209b: - Fixed Weapon Placer failing to export file because GMod does not like the filename. Scripts are now named "mapname_ttt.txt". So a period becomes an underscore. --- v201209: - Added extra check to prevent jury-rigged spawnpoints (those added when there aren't enough on the map) from being created outside the world. May fix people getting spawned in walls. - Fixed spectators being able to possess certain doors and buttons (without being able to affect them). - Made weapons extinguish when they are picked up, if they were on fire. - Tweaked knife melee range and hit detection - Added toggle to allow spectators to possess props with a targetname set. It will default to enabled on maps without the ttt_map_settings entity (such as HL2DM maps like dm_island17, where you can now possess all props), while on maps WITH a ttt_map_settings it will default to disabled (eg. thething). Mappers can use a setting in that entity to enable/disable it on their map. - Added auto ammo spawn to ttt_random_weapon. Mappers can now specify the number of matching ammo boxes to spawn. - TTT Weapon Placer STOOL updates: * Posted a guide, includes info on new additions * Added player spawn placing * Added random weapon and random ammo placing * Improved placed entity behaviour when using other tools such as the duplicator * Changed script filename format from mapname.txt to mapname.ttt.txt - Fixed weapon scripts being read from /garrysmod/data/ttt/maps/ instead of from /garrysmod/maps/ - Added weapon script for de_dust, adding player spawns, ammo, and many, many weapons. --- v181209: - Fretta is now enabled by default. That sounds scary but won't be (probably). Disable Fretta voting using "fretta_voting 0" in your server.cfg, if you don't want it. * The voting is the only thing Fretta really is, especially in TTT, so once it's off you shouldn't notice any weird shit happening. * Even with voting on, if you only have one gamemode installed there won't be much different, except people have another way of voting for a new map. * Alternatively, you could grab some more Fretta gamemodes people are making and put them on your server, if you're feeling open-minded. - Fixed ammo exploit for weapons with the same ammo type, ie. the m16 and pistol, that let you go over the max amount of bullets by picking up a gun that had ammo stored in it while you were already at the max. - Fixed traitors forcing C4 time down by failing disarm attempts. Now when a traitor fails a disarm, no time is subtracted. - Added "save log" button to Round Report window, which will save that round's Event Log to your harddisk in a text file (in /garrysmod/data/ttt/logs/). Someone requested this. - Added ttt_random_weapon and ttt_random_ammo entities that turn into a random weapon/ammo, different each round. - Added MAC10 ammo box to FGD. (Hey mappers, you could've told me about this one) - Fixed tiny cosmetic issue with "time of death" search result icon's opacity. - Made traitor/innocent states sync with clients an extra time, shortly after a round has started. Hopefully this will prevent interface inconsistencies for players who spawn exactly as the round is starting and happen to be selected as traitor. - Some small optimizations here and there. I'm putting this here because you never know when such changes randomly break things. - Added GMod Sandbox mode STOOL, ie. tool gun menu/mode, that lets you place weapon and ammo spawns on maps and store those positions in a script that can be put on servers and will make the weapons/ammo spawn as you placed them. Basic info here, and a bit more in the readme.txt in the /gamemodes/terrortown/addons/ directory in the .zip. More info coming sometime soon. --- v151209: - Fixed error in round report when the round ended because the time limit was reached, rather than all innocents/traitors dying. - Made CS:S maps show up in Fretta map votes. --- v141209: - You can now right click to cycle backwards through scoreboard tags - Round report "traitors/innocent win" text is prettier, with a background coloured red/green depending on who won. - Keybind for disguiser: ttt_toggle_disguise will do what it says on the tin. By default the numpad enter key will also toggle the disguiser on/off (via the "+gm_special 11" binding). - Buying Radar equipment now immediately makes it start scanning. - Made name labels on spectated props a bit nicer. - Added additional measure to properly reset tilted views after leaving a prop as spectator. - Further decreased chance of becoming traitor twice in a row. - Added convar ttt_postround_dm (def. 0) to toggle PvP damage after the round ends. Defaults to 0 because the free for all seems to confuse new players and discourages checking out the round report. - Changed convar defaults for shorter rounds and higher playercounts. Server admins should feel free to put them back to the old defaults if they liked those. * ttt_traitor_max now defaults to 4 instead of 3, so 16+ servers will get 4 traitors. * ttt_roundtime_minutes now defaults to 10 instead of 15. Whenever I've felt a round was dragging on and no one was dying, it was past the 10m mark. - Changed HL2DM weapon/ammo entity replacements slightly so that ammo should be next to the appropriate weapon a bit more often (there are still cases where it won't be). - Added CS:S map compatibility. Weapons and ammo are randomly spawned (amount based on playercount) at the player spawns and hostage spawns. - Added TF2 map compatibility. Like CS:S compatibility, but weapons and ammo are better spread out because they get spawned at spots like TF2's health/ammo pickups and control points as well as player spawns. - Finalized Fretta compatibility. Visible changes: * When Fretta mode is enabled, a small voting menu is shown at the top of every player's screen where they can vote to continue playing or start a gamemode vote. Everyone is in the "continue" camp by default. Votes are cast by pressing numpad 1 or 2 (as the menu shows). * Made scoreboard logo the splash screen image (for now). - Server logging improvements: traitor/inno state is shown; damage dealt to self is no longer shown --- v111209: - Added "spectator mode" checkbox to Help & Settings menu. As soon as you enable it, you become a spectator, and will stay that way until you uncheck it and a new round begins. It will persist across games/maps, so if you go AFK and turn on spec mode, and the map switches, you should still be in spec mode. - Enabled ttt_ragdoll_carrying by default. - Enabled ttt_spec_prop_control (spectators possessing props) by default. - Props controlled by spectators will now be labelled with the spec's nickname on the screens of other specs. - Tilted screen after "leaving" a prop should now get fixed when you press a spectator key like space or a mousebutton. Can't reproduce the issue so don't know if it'll work. - Fixed the confirmed traitor synchronisation when a traitor disconnects not working as intended, so that a newly joined player would show as traitor on the scoreboard. - Made the Help text look less drab. - Made my nickname green on the scoreboard. I don't know why, but even for a gamemode with only a couple of servers, when some players see me they think I am impersonating... me. - Added server log spam about who killed or damaged whom. Note that damage not dealt by a player is not included (eg. fall damage). Kills of that sort are included. - Fixed capitalization of radio commands not working properly (ie. "nobody is the traitor" will now be "Nobody is ..." as it should). --- v091209: - Added settings tab to Help menu with clientside settings. There aren't many yet, but now that there's a panel it makes more sense to add them in the future. - Fixed edge case where traitor icons could persist in the next round. - Added Spectator Propgeisting/punching/nudging/controlling/inhabiting. This post explains the idea, so I'll just list relevant cvars here: * ttt_spec_prop_control (def. 0): enables the feature. Will be enabled by default if everything works. * ttt_spec_prop_base (def. 8 ): base size of the "punch limit." A player's punches charge up to his limit, and it's easier to move things when you have a few charged up. * ttt_spec_prop_maxpenalty (def. -6): max. penalty to the punch limit caused by a negative score (divided by two, up to this limit). So by default if you have a score of -10, your limit will be -5 + 8 = 3. If your score is -15, the limit will be -6 + 8 = 2 because -6 is the max penalty. Set this to equal the base limit and bad scorers can't punch at all. * ttt_spec_prop_maxbonus (def. 16): max. bonus to the punch limit. Same as above but for positive scores. * ttt_spec_prop_rechargetime (def. 1.75): punch reserve recharges by 1 every X seconds, where X is the value of this convar. * ttt_spec_prop_force (def. 100): the punch force. These explanations are a bit messy, but will hopefully be more understandable after you've seen the feature in action. --- v071209: - Changed voice indicator colouring mechanics to be more in line with how the voice state is handled server-side, so it should be more consistent with who hears what. - Fixed voice indicator colour not updating immediately upon receiving voice status information from the server. Caused wrong colours in laggier environments. - Moved spectated name to top center of screen to avoid overlap with voice indicators. - Added clientside convar ttt_voicechat_topleft (default 1). Set to 0 to position voicechat indicators in the bottom right instead of the top left. Will take effect next time the game initializes (eg. after a map change). Will be stored automatically in your config.cfg. - Added icons floating above fellow traitor's heads when you are a traitor. They will only show when the player is being rendered, so they do not have infinite range. Buy a radar if you want that. They should be useful when looking through windows and such. --- v051209c: - Fixed Lua error in magneto stick when dragging/carrying ragdolls - Fixed possible voice indicator colour oddities --- v051209b: - Fixed script file missing from clientscripts.txt and getting blocked. - Fixed dumb typo that broke everything. - edit: Also fixes chat being printed twice. --- v051209: - Made Disguiser hide your ID information completely, ie. no "disguised person", and no health or anything either. - Increased Poltergeist physics punch power, and made it deal some blast damage with every punch (in addition to the stronger explosion when it expires). - Made font colour for "unidentified body" yellow instead of light grey, to be more obvious. - Moved voicechat indicators to top left instead of bottom right, where they overlapped weapon selection. - Round start popup ("you are a traitor bla bla") now looks more in line with the rest of the interface. - When C4 explodes, the explosion is listed in the Event Log, as well as the point where it was armed. Because only successful explosions create these events, you cannot spam them by constantly arming/disarming. - Made Event Log not show events for players spawning, because it's not very interesting. - Fixed Event Log showing deaths with no attacker (eg. falling) as "Something killed " instead of the proper message. - Fixed C4 explosion sound (from CS:S) not working properly (which was hard to notice because the generic explosion effect did work, and it plays sound too). - Fixed radio commands showing the name of disguised players. - Lowered round limit and time limit defaults before automatic mapchange to 6 rounds and 60 minutes respectively. I don't believe the current limits were ever reached in practice, what with RTV and such. Can be customized as always with ttt_round_limit and ttt_time_limit_minutes. - Widespread maintenance behind the scenes (switching from hooks to overrides wherever hooks were still used, often older code). You should not notice anything, but of course there may be unforeseen consequences. - Tweaks for experimental ragdoll carrying: * Made carry force limit into convar: ttt_ragdoll_carrying_force (default 8000, up from the previous amount of 7000). Increase this if it's hard to do anything with ragdolls, but watch out for too high a value that allows people to sling them easily. * Attempted to make pickup slightly easier with small tweaks to avoid immediately dropping again if you hold down the button longer than necessary. - Basic experimental compatibility with Fretta: * Disabled by default. Enabled by editing the file "terrortown/gamemode/fretta_enabler.lua" and changing "FRETTA_ENABLED = false" to say "FRETTA_ENABLED = true". Congratulations, you just coded some Lua. * When enabled, players can vote to change the gamemode in the F1 menu (which also contains the TTT help). At the end of a round a message is shown in the top right telling players about this. Additionally, round length defaults to 10 minutes instead of 15 (customize with ttt_roundtime_minutes). That should be the only visible changes. --- v011209: - Disguiser equipment: * When enabled, shows your name as "Disguised person" (light gray instead of white). * Fellow traitors and spectators (for admin reasons) see your real name with "disguised" appended. - When spectating, name of the player you are speccing is shown on the HUD. - Added "Missing" to scoreboard tags. - Poltergeist thumper things now explode with their last thump. - Changed search window icon ordering so that lower priority information is on the right, so you probably won't have to scroll to see important stuff. - "Time of death" search icon now shows the time directly on the icon. - When a traitor dies without spending all equipment credits, other traitors can search his body (covertly or otherwise) to receive his credits. - When dropping your gun, it will now always switch to the crowbar (and therefore never to a traitor weapon that would give you away). - Experimental: ttt_ragdoll_carrying. When 1, allows players to pick up ragdolls. To prevent excessive throwing, they will drop when moved too quickly or otherwise exposed to too much force. This can make the picking up somewhat twitchy, center of mass (read: posterior) works best. I'm pretty sure players will find new and amazing ways to exploit physics and sling ragdolls across the map, this is why it is off by default. Perhaps it can be tested somewhere to see if it is indeed that bad, because if it isn't it would be a lot nicer than ragdoll dragging. --- v271109: - Added tagging in scoreboard. Click a player to cycle through the tags. Besides serving as reminder on the scoreboard, they will also show up on your target ID when aiming at the player. Other players do not see your tags. - Changed wording in "last seen" search result to be clearer about what it is. - Made "last seen" information disappear after a period of time. It will no longer show in the body search results after that time. The period is equal to the number of traitors (dead or alive) in minutes. So 1 traitor has more of a chance as it will disappear in one minute, and for 3 traitors hiding the body can be effective as it only has to stay undetected for 3 minutes. - "Unidentified corpse" is now coloured grey, so that it is no longer possible to fake it accurately. - Made ragdoll dragging easier when dragging at limbs. It will now automatically also drag at the torso a bit, which helps a lot. - Added first person spectating: while spectating someone, press the Reload key to switch between chase/fps view. You can then use right mouse to cycle through players while remaining in that mode. - Mapping: made crowbar not press buttons when ttt_map_settings has disabled button unlocking. - Moved old workarounds to new functionality introduced in recent gmod update. Ongoing process, should not be noticeable (unless there's a bug). --- v241109: - Disabled the printing of Last Words to the chat for everything except falling deaths. They will still be shown in body searches. Can also be re-enabled using "ttt_lastwords_chatprint 1". - Added the last person the victim ID'd (ie. targeted with his crosshair) to the body search results. - Reworked some behind-the-scenes networking things related to body searches to facilitate future additions. - Fixed a bug in server-side score computation. - Fixed error in ttt_print_adminreport. The command now prints only the kill log, which should be sufficient to track down griefers. - Added a server console warning about cheating when detective mode is on but sv_scriptenforcer is not. - Updated ttt_readme.txt with many recent additions that weren't in there. - Entity ttt_map_settings now takes the input "SetPlayerModels" with a model path as parameter, which will set the player model much like the keyvalue does. Note the setting only has effect if set before pla --- v201109: - Fixed/improved a bunch of minor cosmetic scoreboard things that I won't list. - Made empty clip sound only play for the gun's owner. In practice its only use was for annoying others. - Added scrollbar to the scoreboard when it is in "scrollable mode". It only goes into this mode when the list of players does not fit on your screen, for which you need a fairly low resolution. Mousewheel scrolling was already possible, now a scrollbar is also visible and usable. - Fixed crowbar to only open doors that would also open with the USE key, when the crowbar's unlocking functions are disabled by the mapper. - Potential fix for very rare bug where a traitor would not be listed as such in the round report's score tab (and possibly be considered an innocent by the scoring code). --- v191109b: - Fixes for Lua errors in scoreboard caused by players not existing anymore (eg. disconnected). - Made ttt_print_adminreport also list all kill events so far. - Fixed error in admin reporting functions that could occur in certain cases with higher playercounts. --- v191109: - New scoreboard. In that picture, I made the bots use my steam avatar because they don't have one by default. You get the idea. If your resolution is too low to fit all players, the mouse will show when you view the scoreboard and your mousewheel will scroll the list. - Fixed dying shot's weapon not registering on kill. - Fixed rifle ammo boxes not having correct ammo counts. A box now gives 10 rounds rather than 8, and properly respects the max ammo count of 20. - Changed round end time handling, should get rid of the wrong time display for latejoined spectators once and for all. - Improved spawnpoint shuffling. --- v151109: - Fixed body search window showing an unnecessary generic "ID" icon for non-weapon kills. - Made ttt_print_traitors and ttt_print_adminreport sort their output so that traitors are at the top. - Added entity ttt_map_settings. Place this point entity in your map somewhere to specify if the crowbar is allowed to forcibly unlock certain things (useful for ZM map compatibility, but annoying for TTT mappers, hence this ent). You can also specify a player model to use. The FGD has been updated with this new entity and the weaponchecker example .vmf includes it (setting the playermodel to arctic). --- v141109: - Fixed bomb indicators getting removed when a radar scan ends - Added death context note to Last Words for certain deaths, specifically death through suicide, fall and burning. This makes it harder to do annoying things with faking last words and then suiciding/falling because people can tell you were not getting shot by someone. It can also be useful/entertaining for real deaths of course. - Made spawn point order randomise at the start of each round, so you don't spawn in the same spot all the time. - Fixed round report score table sometimes showing a bogus line with an empty nickname field, even when no one had disconnected. - Fixed dying shot not playing a gunshot sound. Also reduced aim punch to be less excessive. Much easier to tell when it happens now (and I verified it as working on my DS). --- v131109: - Traitors can now buy a certain type of traitor equipment only once per round. In other words, once you have bought a knife, your second buy will have to be something else. - Spawn position selecting code has been rewritten, replacing Gmod's default behaviour. If there are no free spawns, the spawn process will now look for open space around the spawnpoints. If there is room somewhere, it will jury-rig a new spawnpoint entity there and spawn the player on it. I was able to spawn 20 bots on an old version of District with none telefragged/stuck, but there might still be bugs. - Fixed Poltergeist being in the wrong weapon slot (not 7) and not being marked as a traitor equipment weapon (allowing traitors to carry poltergeist + eg. knife). Also made it easier to see when it has fully recharged after a shot by making the charge meter outline more visible. - Experimental: ttt_dyingshot is a convar that can be set to 1 in order to enable the dying shot (takes effect immediately and is not stored). Players who are ironsighting and get killed by a non-headshot bullet will automatically fire a shot as they die. The shot is not very accurate, as the player's aim gets jolted by up to twice the gun's recoil amount in any direction before the shot occurs. Because this feature may not work out well and encourage silly behaviour like constant ironsighting and whatnot, it defaults to off. Server admins should feel free to test it out. Depending on results it may be enabled by default or removed completely in later versions. --- v121109: - Ironsights changes: * While ironsighted, your recoil is reduced by 25% and your bullet spread reduced by 10% * In exchange, you move at walk-speed while ironsighting * Crosshairs are now a dark colour while ironsighted so they do not stick out as much for people who dislike them. - Made crouched walking slower. Previously it would move as fast as normal running, which was odd because your footsteps were still silent. Now you crouchwalk about as fast as you do while pressing the walk key. - Fixed C4 non-armed being impossible to pick up when player had an equipment item (armor/radar). - Traitors attempting to buy something they cannot have for some reason should now never result in a credit being spent. - Made a C4 award's text shorter as it would get clipped off. --- v091109: - Fixed Poltergeist thumpers not doing anything on dedicated servers. --- v081109b: - Fixed Lua error in discombobulator --- v081109: - Added Poltergeist, a new traitor weapon: * Uses super advanced alien technology to teleport a "thumper" onto a moveable object/prop. * Thumpers will grossly violate the laws of physics by violently pushing the object they're attached to several times. Even very heavy objects. In fact, they're most effective on those. * Because people without brains don't know which objects are moveable and which ones aren't, the weapon paints the target with a red beam that turns green if the object is a valid target. Only the person carrying the weapon can see this beam. * The Poltergeist can fire 5 thumpers, with a 30 second delay in between. The weapon projects a holographic meter of that 30s recharge process so you know when you can use it again. It also has a limited range, with the beam turning yellow if the target is too far. An object can have only one thumper attached at any point. - Added C4 wall sticking using alt fire (right mouse). - Fixed Discomb. pushing kills not being attributed to the thrower - Fixed Discomb. not filling the grenade slot, ie. being carryable with other nades. - Fix to prevent throwing knife through wall when right up to it. --- v061109: - Added Discombobulator. Grenade that pushes and disorients players (and objects) when it explodes. Does no damage. Not traitor-only, mappers can place it as weapon_ttt_confgrenade (also in FGD). - Changed radar and target ID colours. Traitors are now a red circle on both, and innocent are a green circle on the radar. - Added the time remaining until the next radar scan can be executed (or will be if it's on auto) to the HUD. - Fixed C4 being arm-able while carrying it by exploiting lag to pick up the C4 after hitting USE to open the menu. Arming will now not work while the C4 is being carried. - Fixed team mute setting not being reset at the start of a round. --- v021109: - Made ammo not drop with the gun when you carry other guns that use that same ammo. - Added time until detonation to the C4 HUD indicator that traitors see. - Added extra mute state for spectators where all other spectators are muted and living players are not. You can cycle using the walk key (ALT) between muting spectators, muting living players, and muting none. - Made any keypress close the search window, rather than just WASD and co. The F5 key is an exception, it will make a screenshot instead. - Added error handling for when a piece of burning shrapnel (as created by C4) glitches out when it explodes. This should prevent the spam of explosion sounds on the rare occasion that such a glitch happens. - Fixed that when a traitor is in a specific map location Source is not happy about (these are rare), traitor weapons he buys are not properly given. It will now attempt to give them in a different way rather than silently failing. - Fixed C4/radar indicators showing after death (and sometimes not going away). --- v301009: - Fixed error that could occur when opening the traitor menu in certain circumstances, making it unusable. - Prevented traitor menu from opening multiple times. Not that it was useful to do so, but there you go. - Made "Radar" tab only show up if you have the radar item. --- v291009: - Made traitor equipment work by a credit system: * Every piece of equipment you order costs 1 credit. * By default you start out with 1 credit. * If the traitor side manages to kill 50% of the innocents, all traitors receive 1 extra credit to spend. * The percentage is only checked when an innocent dies, so if one disconnects and that puts the traitors over 50% that won't have any effect until their next kill. * You can't buy what you already have, ie. no 2 body armors. One armor and one radar is fine. * Because you cannot carry more than one equipment-type weapon, you cannot order one if you carry one. You'll have to drop it to buy a new one (or to buy an extra for a buddy). - The traitor menu has been updated to be informative about the above. - The following convars exist to customize the system: * ttt_credits_starting (def. 1): Number of credits traitors get at the start of the round. * ttt_credits_award_pct (def. 0.5): Percentage of innocents that must be dead to receive a credit award. * ttt_credits_award_size (def. 1): Number of credits awarded when the above happens. Set this to 0 to disable the award completely. * ttt_credits_award_repeat (def. 0, ie. off): If enabled, allows credits to be awarded multiple times. So if you set the percentage to 0.25, traitors get awarded the bonus at 25% killed, at 50% and at 75% (technically at 100 as well). - Made M16 slightly more accurate, and made MAC10 slightly less accurate. The M16 is for medium range, but was less accurate than the MAC10 before this change. - Made players who have GMod admin or superadmin status have their name coloured orange-ish in the scoreboard. --- v281009b: - Fixed M16 icon not being autodownloaded - Fixed M16 not being classified as heavy weapon, allowing you to carry eg. shotgun + m16 --- v281009: (The Albatross Update) - Added the M16, a slower machinegun for mid-range. Uses pistol ammo and does similar damage, but fires faster and has zooming ironsights. Must be placed by mappers (weapon_ttt_m16, in FGD) and is not automatically compatible with ZM maps. On HL2DM maps, will replace the combine rifle. Includes search icon and awards. The M16 rifle gets its name from the Mangy 16. This legendary band of 15 albatrosses and one piece of plastic was famed for its battle against beach-based crime in the sixties. - Slightly increased spread of the H.U.G.E. Approximately 22937 albatrosses are estimated to be saved yearly by this change, after the rise in popularity of the H.U.G.E as albatross-hunting weapon. - Traitors acquiring the silenced pistol get a free extra clip of ammo for it added to their supply (potentially allowing them to carry more than 60 pistol bullets). Albatrosses are considered to be the most noisy creature currently living on Mars. - Increased C4 damage to visible targets that are outside the insta-death range. There was an unintentionally large drop in damage between the insta-death area and the rest of the radius. The Albatross Empire currently has not shown any interest in acquiring C4. They refer to their recently increased interest in plastic as being "purely culinary." - Made searching a body normally with USE auto-confirm the death for everyone again. If you were to die in the vicinity of an albatross, it will be impossible to identify your body after roughly 7 minutes. - Made searching a body covertly by pressing WALK+USE (alt+E) not confirm the death. Everyone can search covertly, including innocents. However, if your body is covered in a sheet of sturdy material, it will take the albatross at least 5 minutes longer to mutilate you beyond recognition. - Made the WASD keys close the search window when pressed. Sadly you will have to release the key and press it again to actually move. The engine eats that first keypress. Albatross fact: an albatross has two feet with webbed toes. An albatross would not be capable of using the WASD keys while also maintaining a kill:death ratio of at least 1.3:1 in Counter-Strike 1.6. - Added hint text to target ID (ie. near crosshair) when pointing at a ragdoll and C4. Albatross hint: Albatrosses should not be eaten without first heating them at a temperature above 450 degrees Celsius. - New console commands (SQUAWK SQUAWK): * Added console command ttt_print_adminreport that prints the names of all players, whether they are traitor, and how many innocents and traitors they have killed that round. Only usable through RCON/server-console or by GMod SuperAdmins. * Added command ttt_print_usergroups that prints the GMod user group of every player, for testing if they are set up correctly. --- v261009: (Gimmick changelog) - Made traitors see the "Missing in Action" players: those who have died but have not been confirmed. Everyone wanted this for some reason and I tell Marge, I tell her, "Who am I to say no to these people?" is what I told her. "Their mouths are hungry mouths and they clamour for this." I say. Marge agreed, she knows I know what's best. Real darling, that Marge. - Made death confirmation always manual, also for innocents. "I tried to tell them", I tell Marge, "I tried to tell them people is going to forget, they is." Marge nods and I tell her "They better be telling newbies about this or oh jeez" I said. "Oh jibbity jibbity jeez" I added. "I won't hear the end of it I won't." - Added auto-repeat option for the radar scan, checkbox is enabled by default. This makes the radar automatically perform a new scan as soon as it has recharged. What I told Marge is "I add a radar, nobody uses the radar!" is what. "I know what I'll do, I'll make it easy as pie. Apple pie.", I said. "How's yer cousin?" - Reduced radar scan delay/chargetime from 45 to 30 seconds. "The thing is, people these days is impatient! They can't wait for anything!" I tell Marge. "It's all twitter twitter twitter is what, not like in our day, in our day we wait for the bus all day and we was happy about it, right Marge?" - Changed how traitor voicechat works behind the scenes, to prevent a team-voicechatting traitor occasionally showing as a voice popup for a fraction of a second for innocents (which could give away their traitorness). These changes might break things completely because I cannot really test them by myself. "Now the real thing is, people don't talk anymore. I mean really talk to each other. And listen, right Marge? I was talking to Claire the other day and I tell her everything! Everything! And she just stands there and listens and doesn't tell me anything about her cousins. That's people today is what. Sometimes I wonder what side she was on in the war I tell you." - Added search icon for fire damage. I don't think Marge was listening either, I think she was lookin' at the fire in the hearth. Fire does weird things with Marge I tells you, it's not proper. It ain't right it ain't. - Added the H.U.G.E-249 machinegun. It is not a very good gun but it is huge and shoots a great deal of bulleting, yes. It comes with 150 bullets, and there is no ammo pickup for it. It replaces the sledgehammer on ZM maps, and on HL2DM maps the RPG. Comes with search icon and award etc. "So how's yer cousins?" I ask Marge. - Fixed mattresses showing as "bodies" on target ID. And Marge was still sittin' there staring. It was right creepy I can tells you. "Oi Marge!" I says. - Fixed health meter sometimes showing a negative health amount after taking a bunch of damage. Turns out Marge was stone dead right there! Must've been for a while but I never knew. You ever heard anything like that, I think not. They's dropping like flies all round me! Scares the life out of me it does. --- v251009: - Modified silenced pistol. Previously was identical to normal pistol but silenced, now has the following changes: * Very slightly increased damage * Increased rate of fire * Slightly improved accuracy * Less recoil * 16 bullets per clip rather than 20 - Made death confirmation optional for traitors when searching a body. They can press a button on the search window to confirm the death. For innocents, deaths will still be confirmed automatically. - Added HUD icon for traitors showing where a C4 has been planted, including distance (much like the radar). - Health levels shown for other players are now colour-coded from green to red, where "healthy" is green and "near death" red, etc. - Extra health level between "wounded" and "near death", and "near death" now means he has 20 HP or less (instead of 35). - Fixed flare gun kills showing up as knife kills - Fixed items held by the magneto stick being USE-able, eg. a C4 could be armed while held. --- v221009: - Added traitor equipment: radar item * Item, like the body armor, not a weapon. * Used by pressing the "scan" button in the "Radar" panel of the traitor menu, or binding a key to ttt_radar_scan (only works if you own the item, obviously). * Shows on the HUD the positions of every player at the time of the scan, including distance. * These positions are shown for 45 seconds. * You can perform one scan every 45 seconds. So when the icons go away you can do a new one. - Made traitor menu ignore keyboard input, so you can keep walking while the menu is open. - Increased C4 kill radius significantly, from around 350 units to nearly 500 (same distance units as shown by radar). The total radius in which you take damage regardless of walls is roughly the same, it's just more lethal. Also slightly reduced the range of the beep sound. In exchange, made the minimum timer 60 seconds. - Fixed magneto stick being able to keep carrying objects that are far away (eg. stuck behind something). - Fixed headshot flag not resetting properly, and therefore showing in a search when it shouldn't. - Fixed words appearing twice for game messages (top right) that were a certain length and required two lines. As seen in "X found the body body of Y" messages. --- v191009b: - The traitors weren't always getting the ids of other traitors, so they wouldn't show up as such. This was due to a typo in death confirmation related code. Fixed in the below version. - Fixed that the falling damage icon was not in the autodownload list. - Also happens to include fix for magneto stick being droppable (since 181009) --- v191009: - Death by fall damage now has its own icon in the body search window. - Fixed body search to only show a kill as a headshot if bullets were involved. - In round report's score view, broken up "points" into three values showing your base points (from kills and surviving), your team bonus (from teammates surviving/killing), and the total of the two. - Deagle ammo box now gives 12 shots instead of 8. - Made sprays get cleared at the start of a new round, so that "do not enter" sprays do not persist. - Fixed late joiners not seeing the confirmed dead traitors in red on scoreboard. Also fixed possible issue if a dead traitor disconnects and a new player connects, where the new guy could be indicated as a dead traitor on the scoreboard. - Fixed multiple people being able to pick up a single prop and cause physics craziness. Known issue resulting from this is that you can't pull/push a prop another player is already pulling/pushing. This will be fixed in the next version. edit: The push/pull problem does not in fact exist. You are only prevented from pulling/pushing stuff someone else is carrying. - Made rifle shot sound carry further. It's audible range was much smaller than that of other weapons. --- v181009: - Reworked body search window to be easier to parse at a glance. - "Body found" message now includes who found it - Bodies of traitors now include a list of their kills. This is shown in the search window, and any players that traitor has killed whose death was not yet confirmed will have that happen when the traitor's body is found. It does not tell you if they were innocent/traitor, for that you'll still have to find the body. - Players you have killed will have their name greyed out in the scoreboard, showing you who you know is dead even if their body has not been found. The greyness lasts until their death is confirmed (or the round ends obviously). - Tweaked duration and amount of bleeding effects in various ways - The "mute living players" feature is now a toggle (still under the ALT key), and it shows on the HUD when you have it on, in the bottom right. - Removed server convar ttt_spectators_hear_living because it is no longer useful due to the above. --- v161009: - Fixed knife duplication, probably (can't replicate on a local server). - Made global chat key not open the chat when spectator during a detective mode round. This prevents you from accidentally typing a sentence that will not be sent. - Players bleed for a while after taking damage, creating blood decals on the ground. Corpses also bleed for a period of time. - Made spectator chasecam cycle through players in-order instead of randomly. - Added more death sounds - Objects carried can no longer be dropped while in the air if you are looking down. This should prevent an exploit that allowed you to avoid fall damage by dropping the item, which due to PHYSICS would collide with you and give you an upwards bump. - Search body popup now allows screenshots to be taken with F5 (if you rebound your screenshot key, it will still be F5), and it closes if you hit space or enter. - Experimental: while spectator, holding ALT should mute living players for you, until you release the key. I realise holding it is a nuisance, but this is easier to test with. If it works it will become a toggle. --- v151009: - Made deaths not get counted on scoreboard until the end of the round. - Fixed exploit of pressing sprint + walk in order to move at normal speed without making a sound. - Fixed issue with holstered weapon that as one of the symptoms caused the "last weapon" key to behave strangely after switching to holstered. - Made knife stab much easier to hit with. - Fixed knife throw bouncing into people without killing them (especially at very short ranges). - Changed ttt_roundtime_minutes to default to 15 minutes (was 20 or 25). - Lowered ttt_traitor_pct from 0.3 to 0.24. See here for what this means for the number of traitors. Non-detective mode servers will want to set it back to 0.3 in their server.cfg. - Fixed mattresses and such showing as unidentified corpse, properly this time. - Changed flaregun description in traitor menu to not refer to an ammo count - Added ttt_win entity, which takes one input for each side to make them win the round. FGD has been updated and the usage should be obvious. --- v121009b: - Fixed scoreboard bugs, hopefully - Fixed radio not taking into account whether a body had been identified - Picking up non-TTT weapons should now be impossible, and even if you manage it shouldn't immediately break the HUD. (It appeared to be possible to take weapons just before they got replaced when breaking open ammo crates). --- v121009: - Changed method by which clients are set into detective mode. In practice this means the bug where some players saw a standard, non-detective mode scoreboard should now be fixed. - Reduced flare gun ammo back to 4 shots - When a body is found, the announcement will now always contain whether the dead player was a traitor. The convar that used to control this (see previous update notes) is now no longer used. - Dead traitors are now highlighted on the scoreboard for everyone (so not just traitors) when their body has been found. - Time of death (relative to the time of searching the body) added to body search result, as well as whether it was a headshot kill. - Fixed bug where the event of "finding" a body could occur multiple times for the same body, which filled the event log with "X found body Y" and affected the award as well. - Fixed mattress (and any other non-player "prop_ragdoll" ents) showing as "unidentified body" - Fixed bug where one could drop a weapon through a wall. It is now impossible to drop your weapon when you stand facefirst into a wall. - Help text expanded with a section about chat and one about death. - Groups/"teams" on scoreboard should now always be ordered as: Terrorists, Confirmed Dead, Missing In Action, Spectators. - Added ttt_startpopup_duration (default 15), which lets clients specify how long the popup at the start of a round should last. Primarily useful for people with small screens. It is stored automatically in your config after setting it once. --- v111109: - Added ttt_detective_mode convar. Pretty much requires ScriptEnforcer unless you love cheaters. Defaults to 0 for that reason. When set to 1 it does this: * Every active player (ie. not latejoiners) shows as alive on the scoreboard, even when killed, until his body has been found and searched (with E key). Then he will show as "confirmed dead". * Ragdoll's name does not show until it has been identified that way. * No announcement when a player dies. * ttt_announce_body_found (defaults to 1, ie. on) sets whether it automatically announces when a body is found (and whose it was) * ttt_announce_body_traitorstate (defaults to 0, ie. off) sets whether it says in the above announcement whether the dead player was a traitor. * Spectator global chat is muted, rather than getting mumbled. * Spectators (dead players included) see the true state of affairs, including who is dead but has not yet been found. * Round report's event listing will show when bodies were found, and the player who found the most bodies may receive an award for it. - Added short range throw to knife under its secondary fire. Knife can be retrieved (by anyone) if it hits something that isn't a player. As usual it cannot be retrieved if it does kill a player. - Fixed grenades being thrown from above the player if he throws them while crouched. - Doubled flaregun ammo, increased accuracy. - Increased magneto stick's force when used to push/pull ragdolls. - Limited how much the crowbar push can push someone upwards. --- v081009: - Made changes that are potential fixes for the CopyExistingEntity disconnect-causing error. - Added lag compensation for knife and crowbar. Somewhat experimental, I don't know how stable lagcomp is in gmod. But then all the guns use it automatically so it should just work. - Increased knife range a bit. - Added awards for knife and flaregun and fixed their scoring --- v071009b: - Fixed small scoreboard bug on DS --- v071009: - Added knife traitor equipment. Single kill, single use melee weapon. Knife will stick in body after kill. This is purely cosmetic and sometimes looks odd due to physics/ragdolls/hitboxes/Gabe Newell. It's worth it for all the times where it looks cool (stabbing in the back or head works best). - Added flare gun traitor equipment. Has only three shots, which ignite a target. If you shoot a corpse, it will be destroyed after a few seconds. The "flare" effect is simple right now, because I don't know if this weapon will be useful in any way. - Added the last words of the dead player to the ragdoll search results. - Fixed cases where grenades could be thrown through a solid surface by standing right up to it when throwing. - Added indicators for rounds left and time left before mapswitch to scoreboard. --- v051009: - Ragdolls of players who died during prep are now removed when round starts. - Player ragdolls are now explicitly removed on the client when a round starts. This should already happen automatically due to the fact that they were removed on the server, but sometimes ragdolls would stay around (recognizable by the fact you couldn't search them). Might not work because I have never been able to reproduce the issue. - Shotgun headshot multiplier now decreases with distance from 3x to 1x, with the reduction starting at medium range. These are ranges where headshots are essentially random and could result in equally random kills. Close range headshots are unchanged at 3x damage. - Fixed shotgun reload being glitchy when the reload was started due to the player firing with an empty gun. This immediately stopped the reload because that's what happens when you press fire during a reload. Now explicitly pressing reload is required to start one. - C4 bomb carrying has been mercilessly destroyed: * C4 now does not weld itself to the object it is on if that object is light enough to carry. * C4 now increases in weight when armed, meaning you cannot pick up the bomb anymore. You can still stick C4 onto tables and such and have it weld. Even when you happen to plant it on a barrel, innocents still can't just carry it off and dump it in a hole. However you also don't get to sling it anymore like a frag grenade. - Spectators can now search bodies properly after all. Their default +use command gets overridden, but they couldn't do anything with it anyway. - Specator "reset" key (for detaching from a player you are spectating) now bound to crouch instead of jump, so if you wanted to use jump to go up that now works. - Weapon awards now a bit more performance-based: Removed single kill awards. Made other weapon awards include number of kills. - Added fall damage sounds. Subtle, but they're there. - Fixed round time remaining indicator going below zero when the time limit is reached. - Fixed tooltips of the round report staying visible after the window already got hidden/removed. - Fixed cosmetic issue of awards being positioned a tad too low in the round report window. --- v031009: - Added ttt_weapon_check, so mappers can make weapon detecting stuff. Includes example map and updated FGD. - Fixed bug in ttt_traitor_check that potentially made it detect dead traitor spectators. - Made awards priority-based. Rare awards are now very likely to appear if someone achieves them, whereas very common awards (eg. single kill ones) will only show if nothing better happened. - Made round report screen not capture keys, so now you can chat and such while that window is open. - Made the Context Menu key reopen the round report if you closed it. This is the key used for the traitor menu while the round is active, default C. - Fixed crowbar kills not appearing properly in the event log of the round report. --- v021009: - Fixed bug in C4 that caused half the explosion mechanics to not happen (including damage through walls) - Made grenades change your posture when you pull out the pin. Should make it easier to spot if someone is cooking a nade and is about to fry you (of course they can still throw it uncooked, but then you'll have a few seconds to move out). - Made fire effect from incendiary grenades (and c4) vary a bit in flame size, looks a little nicer. - Changed inaccurate wording in headshot award (if the highest headshot count was 1, it would say that was the only headshot, while there could be more people with one headshot). --- v011009: - Deagle firing delay reduced by about 30%, clip size increased by 2, damage increased by a tiny bit. Recoil a bit higher (but accuracy has not changed). Should now be competitive with pistol as sidearm. - Shotgun damage lowered a tad. Now requires a modicum of aim at very short ranges, because it won't kill with a single bodyshot (but it will if one or two pellets hit the head, so that's where you should aim). - Spectator body searching disabled for all spectators, because gmod blocks dead people from +use in a way I can't change. Technically late-joining spectators are not dead so it can work for them, but I've disabled it for consistency. - Traitor-only voicechat indicators were sometimes showing for innocents, hopefully fixed. - C4 disarm timer now shows milliseconds, and a failed disarm attempt decreases the time left by two seconds. Disarming is now hopefully a little less comfortable and relaxed. - Removed HL2 HEV death beep. - Added death sounds when a player dies. Sound never plays if the kill was due to a headshot. - Teamkilling score penalties increased, after team based bonuses had made their effect negligible. - While in chase mode, spectator's jump key now un-chases you at the position of the player you were chasing, instead of putting you back somewhere else. - Round time remaining was still not being sent to late-joining spectators in some cases, which should now be fixed. - Radiocommand targeted player is stored for a second longer, it was reverting to "nobody" a bit too quickly. --- v300909: - Quickchat/radio targeting is now much easier, if you're not aiming at a person it uses the last one you targeted (if you targeted someone within the last 2 seconds). It dynamically shows what name will be used in the menu. You can now also target corpses. - Quickchat now has an enforced delay of half a second between sends. I believe ULX offers chatspam prevention features, so I advise server admins who have ULX to make use of those as well. Or just add a rule about not spamming the commands (it's the equivalent of micspam after all). - Replaced C4 sound effect with CS:S's bomb explosion sound - Sprint key enables voicechat that is only heard by other traitors (ie. you don't have to press two keys anymore) - Voicechat indicator should now also be red for traitor-only voicechat listeners (untested) - Fixed spectators being able to view the C4's menu - Allowed all spectators to search bodies --- v290909: - Pressing E (use) on a corpse shows information about the dead player: nick, traitor/innocent, body armor, bomb code, fatal damage type and weapon used (if any). Turns out terrorists all took an autopsy class while at the University of Terror (UoT). - Corpses show dead player's nickname when targeting them - Crowbar secondary push attack has much shorter cooldown if you didn't hit anyone - C4 makeover: * Damage goes through walls within limited radius * Bomb welds itself to surface it is on when you arm it * Minimum time of 30 seconds * When disarming, numbers you got right will be shown as such * Pickup button allows you to take a bomb back into your weapon inventory if it is not armed - Shotgun fires a bit slower and has slightly more recoil - Deagle shoots slightly faster and has slightly better accuracy - Holding sprint key while you voicechat will send the chat only to your fellow traitors. This is experimental and may not work right, so test it before you say important things. You can perhaps use bind magic to make it a toggle. fake edit: hi ajunk - Quickchat/radio commands (see above), bind your Suit Zoom key, press it and press a number. Or bind a quickchat to a key (see help with F1 and scroll down for a guide). - Health of living players refilled at round start (just realized I never tested this, so I hope it works) - Fixed ex-traitors being able to get stuff from their traitor menu during the next round's preparation phase - Fixed pervasive issue with damage type detection that primarily affected the detection of what weapon was used for the round awards and event log - Awards for C4, silenced pistol, and pushing - Added note about traitor menu to round start popup - Fixed event list in round report being too high for the window, cutting it off for big rounds - Fixed falling/world deaths showing up in the event log with an empty killer nickname - Fixed ttt_print_traitors to work from server console --- v270909: - Added Last Words: when you die with text in your chatbox it gets sent with "--" appended. Sadly it's not possible to automatically close your chatbox afterwards, but you can use ESC for that or just mumble it out. I just realized that this will also occur if a traitor is using teamchat, but perhaps that's actually not so bad (can't easily prevent it anyway). - Fixed code that made traitor streaks less likely to actually work - Removed ULX admin plugin's /me command by removing their hook if it exists at the start of a round. This is ugly but ULX does not offer any way of disabling it otherwise (insert series of expletives aimed at ULX creators), and it allows people to circumvent mumbling. - Increased C4 radius by a factor of almost three. Also made the explosion throw out some burning bits that also explode after a few seconds. - Made spectator keys usable for all spectators instead of just killed people (ie. late joiners as well) - Fixed error in teamkill "award" that made it possible for it to be given to players who had not tk'd - Made smoke from smoke grenade not affected by light sources. Should increase FPS a bit with the only consequence that smoke is always dark on all maps. - Fixed minor issue with incendiary grenade's fire handling entities not being invisible --- v260909c: - Fixed spectator jump teleporting you back to your corpse. - Fixed spectators that were never alive during the round still getting an innocent team bonus. - Made sure ammo boxes can only give ammo once, even if it is triggered multiple times before it manages to remove itself. - Increased delay between shotgun shots slightly (was 0.6, now 0.7). - Another attempt at making sure the round end time is sent to late joining spectators. If it still doesn't work I'm out of ideas. Not being able to test this by myself sucks. - Added ttt_print_traitors, a command only usable by server console or admins, which prints who is traitor and who is not, for easier verification if someone is breaking rules. - Added more HL2DM crap to entity replacement list. - Delayed entity replacement and subsequent player spawning to the next server tick after resetting the map. On large maps with tons of entities, the replacement made gmod whine about the number of entities spawned, if all the standard map entities had also been respawned in the same tick (due to cleanup). So now the replacement happens about one tick later, and player spawn was similarly delayed to avoid edge cases where players spawn on top of old weapons/ammo just before it is replaced. If all goes well players should not notice any of this. If all does not go well things will break completely and you'll know. --- v260909b: - Fixed flag of player having ordered equipment not resetting between rounds - Fixed Lua errors on bomb disarm keypress - Added notes on traitor equipment to help text --- v260909: - Added special equipment for traitors. Traitors can press C (or whatever they have gmod's context menu bound to) to open an equipment menu. There they can spawn a single piece of equipment per round. Special equipment weapons will drop on death or when dropped by the traitor, and can be picked up by anyone. However, you can only ever carry one piece of special equipment, weapon or otherwise. Special equipment weapons are their own "type", meaning you can carry a normal pistol type weapon and a special equipment pistol. Note that this information is not in the help screen yet. - Added C4 traitor equipment. Plant with left mouse, press use/E on a planted bomb to view its arming menu and set it up. After arming, pressing use on a bomb will give you the disarm menu. You can rearm a disarmed bomb, but not pick it up as weapon (may change in the future). Planted bombs can still be carried with the magneto after planting, whether they're armed or not. This may change as well, because it allows you to sling armed bombs around, which could be good or bad. Armed bombs will emit a very soft beep. - Added body armor traitor equipment. Invisible effect that reduces all damage to the torso by 20%. In practice this usually means an extra body shot is required to kill you. Headshots and limbshots are unaffected. - Added silenced pistol traitor equipment. Same specs as a normal pistol, but silenced. Uses same ammo reserve as well. Can be carried next to the normal pistol. - Made smoke grenade create darker, less transparent smoke that stays around longer. - Increased incendiary grenade's fire radius and damage. - Prevented incendiary fire from damaging through objects/walls. - More spectator functions. Click your mousebuttons a bit to snap to random players in different ways. Hitting jump will put you back into standard noclip mode. - Fixed spectators who joined late seeing wrong round time. - Added ttt_bots_are_spectators convar. Set to 1 to force all bots on spectator team as forced spectators, meaning they will not be respawned or picked as traitor. - Added drowning damage. Starts after 10s under water. - Fixed ammo only picking up when you moved into the trigger zone, and not when you were already standing inside it. --- v220909: - Made it impossible to pick up stuff you're standing on. - Disabled footsteps while walking (ALT key) - Disabled sprays for spectators - Added ScriptEnforcer manifest. Server admins: read this and consider trying out "sv_scriptenforcer 1". If you are using custom Lua scripts for fancy server stuff (this probably includes certain Lua-based admin plugins), you will have to generate your own manifest. This is easy, just join your server and run a command, then upload the file. See the linked page for details. --- v200909: - Fixed magneto push having infinite range - Fixed traitor circle showing up during prep when you were traitor earlier - Disabled footstep sound while crouched - Random identical player model for everyone, changes every round - Crowbar damage and decal code has been rewritten, no more weird bullets flying through glass and stuff. - Crowbar now has secondary push attack. Only fires once every 5 seconds. If the victim falls to his death within a few seconds the kill is attributed to the pusher. Technically allows you to frame people if you're quick as I explained earlier, but I've decided that's not a huge problem. This attack as a whole is experimental. The convar ttt_crowbar_player_pushforce allows servers to nerf it easily if it proves too powerful/abusable. --- v190909: - Fixed traitor indications on the scoreboard not going away when a new round started. - Fixed clientside Lua errors that could occur in certain edge cases involving another player having disconnected. - Fixed how when joining a server while a round was in progress, the client would display "waiting" until the round state changed again. It should now update immediately after joining. --- v180909: - Fixed ttt_spectators_hear_living server convar, setting it to 1 will now let spectators hear living player's voicechat, as intended. Server admins: if you set it to 0 as a temporary bugfix, you may now want to set it back to 1. - Ragdolls are now much, much easier to move. - Made traitorchat prettier - Made scoreboard darker as per many requests, and it now indicates traitor state too (because I happened to be in the neighbourhood). - Fixed crowbar swing sound not playing for your own swings - Scoring changes: traitors get fewer points for surviving teammates, teamkill penalties have gone up again. The team bonus made scores get really high despite TKs. Current situation: Traitors: 1pt for each innocent killed, -10pt for each traitor killed Traitor team bonus: 1 point for each traitor alive, 1 point for each innocent dead Innos: 4pt for each traitor killed, -6pt for each innocent killed Innocent team bonus: 1 point for each innocent alive - Made sure player ragdolls are removed at the start of a new round. Not sure if this fixes the issue of ragdolls hanging around completely because I couldn't reproduce it in the first place. --- v170909: - Bonus points for team performance (comrades staying alive for innocents, comrades killing and staying alive for traitors) - Carried physics objects should no longer do damage (future spinoff TTT: Black Edition will have physics objects that deal twice as much damage and fire rockets) - A "Holstered" weapon that will have you put away your guns and walk around with your arms in a very neutral and inoffensive position. You cannot shake hands yet. - The Carbine is now called the Rifle and looks like the Scout. Also zooms more. - Convar ttt_spectators_hear_living, default 1. When 0, spectators will not hear people who are not spectator. - Smoke grenade. Works best in corridors or buildings where the smoke bunches up. I'm running out of weapons to replace, so on ZM maps this one spawns 25% of the time in spots where a crowbar would otherwise have spawned (the rest of the times the crowbar is also deleted because you start with one). Mappers can place it of course using weapon_ttt_smokegrenade. - Increased distance you can fall without taking fall damage - New entity for mappers: ttt_traitor_check. Brush entity that when it receives the input "CheckForTraitor" will check if there are traitors inside it, and then fire the "TraitorsFound" output with the number of traitors as a parameter. - A basic FGD including the weapons, the ammo, and the new entity. It's in the download: /terrortown/ttt.fgd. I used it along with the Ep2 fgd in the orangebox version of Hammer for the example map. - An example map .vmf demonstrating the traitor checker entity, also in the download in the same directory. - Mapper-placed ragdolls are only removed if they have "zm_" in their model name (which will not exist because those are ZM models) instead of always being removed like before. --- v140909b: - Fixed voicechat hook not working --- v140909: Small update again today. I don't have as much time to work on interesting features right now. You'll see them seeping in when I do. Main reason this update is being released now is the potential server crash fix. - Fixed carry weapon trying to pick up motion disabled props and screwing everything up. - Made damage during the preparation phase that was not caused by players have effect, ie. jumping off a building will kill you now whenever you do it. - Spectators should be able to hear living players. In fact I made sure that the only voicechat that should get blocked is that from spectators to non-spectators during an active round. Can't test by myself though. - Longer wait when a round ends and a mapswitch will happen, more time to check scores. --- v130909: - Weapon balance: * Leg and arm shots result in 50% of the damage instead of 20%. * MAC10 now has a small spread but lots of recoil. * Shotgun damage increased a tad. * Headshots from MAC10 and Shotgun now do 3x damage instead of 2x. * Carbine can shoot a tad faster. - Improved spectator mumbling of special characters to prevent leetspeak and such. - Internal improvements to grenade code to make it relatively easy to add more. --- v120909b: - Fixed thrown grenade weapon switch bug --- v120909: - Added grenade cooking, working as you'd expect. As soon as you pull the pin time starts ticking. Let go of left mouse and you throw. Wait too long and it explodes near your face. Same damage as normal so it won't necessarily instakill you, but of course you will be in a burning area. Timer has been increased from 2.5 to 5 seconds. - Made crowbar go away when dropped on death instead of clattering loudly on the floor. - Added incendiary grenades to hl2dm entity replace list. They replace the RPG (not its ammo). --- v110909b: - Fixed MAC10 firing cone size typo --- v110909: - Incendiary grenade, replaces molotov. Timed grenade with a small explosion that creates flames. More for area denial/distraction/panic than instant killing power. It is not yet possible to cook the grenade, will be added later. The groundwork done for this one (I had to transfer a bunch of the SDK's grenade code into Lua etc) will help with the smoke grenade plans. - Awards added for burning people. Incendiary nade fire kills should be attributed properly. - Carry weapon/magneto tweaked to make it easier to pick up and drop stuff, while still allowing you to drag ragdolls around. - Weapon balance: MAC10 now has slightly smaller cone, and damage is now at halfway point between the pre- and post-balancing values. Shotgun now has slightly smaller cone as well. Rifle now has higher body shot damage, also in between the old and new values. --- v100909: - Weapon rebalance - Fall damage rewritten - Server side ragdolls, can be dragged with magneto but won't collide with players (else it bugs out when you walk over one), no other gameplay impact right now. Server can turn this off by setting ttt_server_ragdoll_test to 0, in case it lags terribly and such. - Round limit (ttt_round_limit convar, default 10), time limit (ttt_time_limit_minutes, default 90) per map. When a round ends (and only then), it will switch maps if either limit has been reached. Otherwise it will show a message in the top right of how many minutes/rounds remain, and what the next map will be. The server will have to set up a maplist for this to keep it from changing to random HL2DM maps or something. - Fixed crowbar kill logging issue that was preventing crowbar awards from appearing. --- v090909: - Made info popup at round start show up at the bottom of the screen and disappear automatically after 15 sec. Fixed issue with traitor buddies not showing up. - Fixed scoring Lua error, and a bug with traitor scores. If I'm right fixing the Lua error means rounds should work properly again. - Fixed flashlight issues, now also automatically turns off on death. - Changed F1 help text storage to a way that should download properly. --- v070909b: - Added version display at start of round - Fixed flashlights not turning off - Added basic help (F1) --- v070909: - Fixed incorrect spectator spawning (resulting in walking, blocking, etc) hopefully once and for all. - Made sure spectators can never use objects (open doors etc) or use their flashlight. - Fixed scoring bugs that resulted in incorrect scores (eg. no teamkill penalty) and broke certain awards. --- v060909: - Weapon damage fixed, was roughly double of intended amount. - Weapons rebalanced a bit. All guns kill in one headshot and multiple body shots. Will probably need another balancing pass to increase recoil/decrease firing speed/increase spread on the more powerful guns. - Fixed possibility of too few traitors being selected. - Slightly reduced likelihood of players being traitor twice in a row. It can and will still happen. - Added pulling function to carry weapon for stuff you can't pick up. - Made ammo reserve drop along with gun, and get added to the ammo reserve of the person who picks it up. - Added popup message at the start of the round, with a short blurb about your objective (ie. traitor/innocent) and a list of traitor buddies (if any). Will hopefully help new players and make traitor buddies hard to miss. - Fixed rifle zoom staying on when reloading or dropping. - Removed teamchat for innocents. - Increased teamkill score penalty. --- v050909b: - Fixed spectator chat for dead traitors --- v050909: - Physics damage has been reduced to a quarter of what it was - "Walking spectators" is fixed again, this time without breaking normal spectating (as far as my testing has shown) - Rudimentary teamchat for traitors (normal teamchat key) - Slight carry weapon improvements, I believe picked up objects now collide properly when dropped for instance --- v040909b: - Spectators should behave properly after dying now - Ammo models will hopefully be visible (different from the other thing I mentioned earlier) - Game messages on the top right stay up longer, so people get more of a chance to see who is their fellow traitor. Something better will come for this so you can always review it and stuff. But that's for the future. - Fixed bug related to scoring if someone left during the round, things broke. --- v040909: - Big improvements in weapon pickup. A few on zm_downtown are still troublesome due to a combination of map issues + being made for ZM weapons (which different collision models etc). It should be a lot easier to fix the stragglers with a pat of the crowbar or the magneto stick. - Fixed ammo being "invisible" due to it falling through stuff in some cases. - Fixed spawning without weapons as described above. - Reworked checking for win conditions. No idea if this is going to help, because I was never able to reproduce the problem on my local games. However I've also added the setting ttt_debug_show_win_checks, which when set to 1 will print a message to the console each time the game checks if one of the sides has won (should be once a second, so only turn on when it bugs out). So if the problem is in that checks aren't happening then we should be able to find out. - Fixed some random other errors that were mentioned here. --- v030909b: - Fixed text/title being swapped on some awards - Fixed all guns being held like pistols - Made ttt_roundrestart work through DS console (hopefully, untested) - Fixed broken spectating during initial waiting for players after map load - Added "ttt_debug_wincondition" command. It would be useful to get me some of the output it gives when the round should be ending but doesn't (seems to happen mostly when only traitors survive). --- v030909: - Added compatibility with HL2DM ammo and weapon entities (ie. replaces them with TTT stuff). - Fixed minor bugs that occurred when dropping your gun while having the weapon switching interface open. --- v020909: - Initial release.