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. -------- v13-06-10: - Fixed ragdolls sometimes becoming un-interactable (ie. couldn't be searched or picked up, didn't show on target ID). - Greatly reduced damage dealt by UMP. - Made DNA Scanner part of default loadout given to Detectives. Also made it easier to add (custom) weapons to the loadout (of everyone or specific roles only). --- v10-06-10: - Ragdolls colliding with eachother is now disabled by default to prevent ragdoll-related physics glitching causing lagging servers. Can be re-enabled with ttt_ragdoll_collide (default 0). - Added (experimental!) new weapons, one for Traitors and one for Detectives: * Traitors get the Newton Launcher, a gun that pushes a target with much more force and a longer range than the crowbar. Has a recharge rather than ammo. * Detectives get a UMP SMG that slightly shocks a target with each bullet, screwing with their aim. - When Fretta voting is enabled, TTT now always starts a gamemode vote when the round/time limit is reached (and mapcycle isn't forced on), instead of only starting one when enough players vote for it when the round ends. - Added proper kill attribution when an attacker pushes his victim into water with leeches that end up killing him. - Added logging of DNA sample retrieval in the damage log (ie. server logs or ttt_print_damagelog). - Fixed non-TTT compatible weapons not being removed when players pick them up. --- v03-06-10: - Added optional auto-kick when player reaches a Karma threshold. Enable with ttt_karma_low_autokick to kickban for 60 minutes at karma 400. See readme for other convars starting with ttt_karma_low that customize this behaviour. - Maps without TTT weapon spawns and without a rearm script will now cause the game to create weapons based on maxplayers, rather than the number of active players in the server. - Added warning in the chat for spectator-mode players when the preparation phase starts, informing them they are speccing and how to disable this. - Fixed weapons playing their drawing animation in an instant, allowing players to switch very quickly. They now run the animation at a more reasonable speed. - Fixed Fretta splash screen not appearing. - Fixed traitors who kill other traitors with C4 getting karma reductions, despite the other traitor having plenty of opportunity to avoid the C4. The scoring already took this into account, karma now does too. - Fixed rounds starting (and instantly ending) when there is only one active player and a bunch of spectator-only players. - Added more checks to prevent errors when players disconnect while the round is being started, which caused the playercount to fall below the minimum where the game did not expect it to be. - Fixed typo in readme of ttt_no_nade_throw_during_prep. If the convar wasn't working for you, check if the name is correct. --- v19-05-10: - Fixed killer dying of fall damage if he stands on his victim's head. - Fixed (probably) a SetRole Lua error in a specific map switching and loading scenario. - Fixed Lua error when blowing up an NPC. - Fixed out of stock weapons sometimes not being greyed out in the equipment menu. - Disabled Detective Beacons. - Removed credit hint text on corpses for Detectives to prevent stupid exploits from people who seem intent on playing the game in the least fun way possible (Why We Can't Have Nice Things, episode XVIII). They can still pick up the credits, but don't get the yellow hint if a corpse has some. - Added ttt_game_text map entity, for showing messages in the top right. See FGD. --- v160510: - Fixed DNA Scanner result indicator showing for all players rather than only the player who performed the scan. - Changed Haste Mode time display to prevent social exploits, now works as follows: * When overtime starts, innocents no longer see any timer, only the text "overtime". * Before overtime, traitors see the same timer innocents see in white, blinking to the real timer that includes time added due to deaths, which is shown in red. * During overtime, traitors see the real time (still in red), blinking to "overtime" (so they know not to tell innocents the time). - Made search result descriptions scroll when necessary (eg. long kill lists) - Made disconnected players show up in kill lists as "" rather than not at all. - Added clientside hooks that can be used to do things when the round state changes, like play music or whatever (hooks are same as server, ie. TTTEndRound etc), see readme for details. --- v150510: - Improved time display in Haste Mode. Innocents now can't tell when deaths happen by looking at their clock, there's a label to tell you when Haste Mode is on, and some other small tweaks. - List of kills now also appears on the bodies of non-traitors who killed people. - Replaced DNA Sampler with the more powerful DNA Scanner: * Get DNA samples (eg. from dropped weapons) and hit Scan to find the current location of the player whose DNA it is. * DNA Scanner must be fully charged to perform a scan, and if the target is far away it drains more energy and you must wait longer to recharge. * Corpses carry a DNA sample of the killer, if the killer was close to the victim when shooting/stabbing. The further away, the faster the DNA sample disappears. * The presence of Killer DNA is shown in the body search results, including time until it decays. * Can only be bought once per Detective. If he dies/drops it, innocents can use it (and so can traitors!). * All in all, Traitors would be wise to exercise more care in what clues they leave behind for Detectives to find. --- v130510: - Fixed breakage from GMod update: * Fixed Lua error due to Fretta changes, the error prevented some code from loading, causing random things to break (round report, karma, etc) * Workaround for panel transparency via SetAlpha being broken. Icons in equipment menu should now darken properly again when you can't buy the item. - Improved behaviour when buying equipment in locations on the map where the game can't spawn the weapon for you. It will now keep retrying until you move to a non-glitched spot and get the weapon. - Fixed equipment control panels for Radar and Disguise not showing up in the Equipment Menu after buying them. - Removed beep sound from Beacons. - Added experimental dynamic round time mode via ttt_haste (def. 0): * Round time starts out at ttt_haste_starting_minutes (def. 5) * Every death increases the amount of time by ttt_haste_minutes_per_death (def. 0.5) * Keeps pressure on traitors to do things, but innocents can see when someone dies by looking at the round time. --- v050510: - Force mp_friendlyfire to 1 so that lag compensation works properly. GMod's default value was changed to 0, causing a lack of lagcomp when shooting other terrorists (who are technically on the same team, hence friendly fire). - Fixed weapons not explicitly deriving from GMod's weapon_base. --- v280410: - Disabled automatic mapswitching when in Fretta mode (ie. fretta_voting = 1), as they often won't have a mapcycle.txt. These servers can still enable mapswitching by enabling ttt_always_use_mapcycle (default 0). On servers with fretta_voting disabled TTT will always use the mapcycle, so nothing changes for those. Readme has been updated with this stuff. - Prepared weapons for SWEP changes in upcoming gmod update. *** MODDING: - Fixed weapons with classnames that did not start with weapon_zm or weapon_ttt getting removed immediately if a player got one. - Fixed weapons needing a unique WeaponID number to show up in body searches and such. If you have set a WeaponID in one of your SWEPs to work around this issue, you should remove it now. - Made it possible to use a model-based icon (think standard gmod spawn buttons) for the equipment menu. See weapon_tttbase for documentation. Not really tested this, you should make an icon instead using the below. - Added template .psd file in the /terrortown/template/ directory. Use to create your own icons in the same style as the standard TTT ones. You'll have to figure out how to export to VTF with the right settings yourself (it's not hard, use the included VTFs as example). I might make a tutorial sometime. - Added documentation in weapon_tttbase about configuring things so that ttt_random_weapon will include the SWEP in its list of randomly created weapons. An easy way of getting a normal (non-traitor/detective) weapon into the game on many maps. --- v240410: *** BALANCE: - Health Station and Beacon can now only be bought once per round. - Health Station rebalanced: can no longer be carried, and slowly recharges its healing points. - After dropping a gun or throwing a grenade, you will now always switch to the Holstered weapon as opposed to your previous gun (which could be a traitor weapon). - The "Search for unspent credits" hint now only appears for Traitors/Detectives when they are near a corpse. *** FIXES: - Fixed certain entities appearing to teleport when pushed. - Fixed scoreboard breaking when ttt_sherlock_mode was 0. - Fixed Lua error when non-player killed a player. Had no gameplay effects. - Fixed "Search for unspent credits" hint showing for spectators. - Fixed DNA Sampler not behaving properly when used by a non-detective player. Also made minor tweaks to prevent Lua errors when dealing with bad data. - Quadrupled knife damage to make sure it is always sufficient to kill (regardless of Karma settings or other damage modifications). - Fixed the player vote indicators of the Fretta end-of-round vote not appearing after the first round. - Weapons can only be picked up using the Magneto Stick from short range, because at longer ranges it could be used to induce unfixable physics crashes. Weapon carrying can be disabled entirely using ttt_weapon_carrying (def. 1), and the range can be configured using ttt_weapon_carrying_range (def. 50). *** ADDITIONS: - Added informative warning in server console when CS:S does not appear to be mounted. - Added ttt_no_nade_throw_during_prep (def. 0). If set to 1, disables grenade throwing during the preparation phase. - Added fire graphics fallback for people who cannot see fire due to their old videocard. Must be enabled manually in the client settings tab of the F1 menu. - Added entry in the round report and serverlog when someone picks up credits from a corpse. *** MODDING: - Special equipment is now much more modular, making it easier to create and share. All relevant values can be set in the SWEP script, making installation of extra equipment simply a case of putting the .lua file(s) in the right place. See /entities/weapons/weapon_tttbase/shared.lua for documentation on the stuff you should specify in your custom bomb belts and explosive puppy SWEPs. - Released under open source license. This means you are now legally allowed to distribute modified versions of the gamemode as long as you include the /gamemodes/terrortown/LICENSE.txt file. --- v280210: - Fixed dead Detectives searching bodies showing the results on the scoreboard of all living players, which of course should only work for living Detectives. --- v270210: - Made cursor hide itself when player closes the tips window, if he had unhidden the cursor to do so. --- v250210: - DNA Sampler now displays more information on HUD about the crosshair target, including an ID number. This ID is also shown in the tooltips of collected item samples. You can use this to determine whether a certain sample is from a certain gun. - DNA Sampler can now retrieve dead player's DNA from their corpse. - Improved DNA Sampler's message about number of samples collected from a weapon. It only displayed the number of new samples it found, but did not tell you that, which was confusing. Now it states the number of new samples collected more clearly, and also notes the number of samples it ignored because you already have them (so you know if someone used the weapon since last time you checked). - Fixed DNA Sampler's matches of item samples to players going out of sync after removing an item. - Fixed DNA Sampler showing a green crosshair over items that can not have DNA samples on them, like ammo boxes. It will now be red as it should. - Added ttt_logic_role entity for mappers. Can be used to test the role (detective/innocent/traitor) of the !activator. It's in the FGD, so see documentation of the fields in Hammer for info on how to use it. The included ttt_traitorchecker.vmf example map also includes an example of it. --- v230210: - Added tips about the game to the spectator interface, highlighting both introductory information and gameplay subtleties players may not be aware of. They cycle automatically, or you can switch through them manually. To do so, unlock the mouse by pressing crouch (ctrl) while you're not spectating a player/prop. Then you can click the buttons to see the prev/next tip and hide the tips panel. It can also be permanently disabled via the F1 settings menu. You can also cycle through tips using the mousewheel. Super-low resolutions like 640x480 will never see tips: it just doesn't fit, so they get hidden. - The Beacon equipment now allows you to place 3 beacons before you run out. They can be picked up again to refill your "ammo". - Fixed Radar not showing the distances to lifesigns. - Fixed Binoculars allowing players to collect unspent credits from corpses from far away. These credits can now only be gotten by doing a normal body search up close. --- v220210: - Added Binoculars, a Detective item: * Powerful zooming, four levels of zoom. * Can perform body searches at long range: aim at a corpse, click, and hold your aim on the corpse for a few seconds. * Long range search works exactly like normal search, the body is identified and a search result window is shown. - Removed Teleporter from the Detective equipment choices. It is now Traitor-only. - Removed Footstep Scanner because it was useless due to technical limitations. - Added an icon only shown for Detectives to the target ID of corpses, when they have been searched by a Detective already. - Added hint text only shown for Traitors or Detectives to target ID of corpses that have unspent credits on them, so players know to search those and get the goods. - Searching a Detective's corpse will now show him as detective in the death confirmation message and in the body search results, instead of showing as innocent. - Fixed Detective's name being green instead of blue in his Last Words. --- v200210: - Overhauled Weapon Examiner detective equipment, turning it into a DNA sampler: * Collect DNA samples from players, and from loose weapons/items. * Test if a player sample and item sample match to find out if that player used the item. * Items such as knives in corpses and defused C4 all have DNA of the traitor who used them on it. Radios do not. * Traitors can avoid being discovered by hiding the evidence and preventing detectives with samplers from getting close to them (which they need to be in order to collect a sample from a player). * The DNA sampler can only hold 5 human samples at once for balance reasons. The limit on samples from items is 25, for technical reasons. These limits are separate from each other, you can have 5 players and 25 item samples in there. - Detectives now receive credit reward upon traitor death, and therefore do not have to find the corpse. - Optimised icon filesize significantly (roughly 150KB in total) by removing excess data from VTFs (unused auto-generated thumbnails and mipmaps). --- v170210b: - Fixed beacon only showing on HUD for Detectives and Traitors, not innocents. - Fixed equipment menu icon for beacon item not being autodownloaded. --- v170210: - Added Health Station, an equipment item for Detectives: * Placed like radio/beacon/etc. Cannot be picked up again, but can be carried. * The placed station can be USEd by players to heal. The station has a limited charge of 200 health points and does not recharge. * Anyone can heal, including traitors. All those who use it to heal leave their fingerprints/DNA on it though, and the Weapon Examiner can see that information. * Station can be destroyed. - Fixed Lua error when player dies due to world damage. --- v160210: - Fixed beacon icon not being autodownloaded. - Fixed C4 icon not working due to leftover beacon test code. - Doubled teleporter ammo (now 8.) and slightly reduced teleport effect volume. - Fixed ttt_credits_award_repeat not working as intended, rewarding a credit for every kill after X% innocents dead was reached, instead of only when another X percent had died. So now if the percentage is set to 25% and repeated awards is enabled, traitors will get rewarded at 25%, 50% and 75% dead. - Traitor credit balance: traitors now rewarded 1 credit after killing 35% of the innocents (was 50%), and another credit at 70% killed. --- v140210: - Most detective and traitor equipment weapons can now be bought multiple times, only knife, radio and flaregun are limited to one per round. - Added Beacon detective item that signals a location to all players. - Made Weapon Examiner droppable. - Made Body Armor reduce all bullet damage by 20%, instead of just torso shots. - Made Footstep Scanner only draw one in five footsteps of a player, to prevent effect entity overload. - C4 disarm penalty is now based on the bomb's initial arm time setting. For a 60 second timer it's 60/10 = 6 second penalty for each failed disarm. --- v110210: - Fixed information leak about traitor status in player role list sent to client (ordering could be used to derive traitors, order is now random). Role list also no longer prints in console. - Added Footstep Scanner. Equipment item for detectives. After buying, everyone will start to leave footsteps that fade over time. Only players who have the item can see the footsteps. - Added Weapon Examiner. Equipment weapon for detectives. "Fire" at a weapon to see who has carried it. - Experimental fix for rope entities breaking. - Fixed C4 failing to deal through-wall damage to some players in certain specific situations. - Made C4 more noticeable when a Detective who carries the Defuser is nearby (even when holding a different gun). It will beep louder (can be heard by all players) and give off a red flashing light. - Added scoreboard icon indicating whether a body search result is present, coloured differently if it was a result found by a detective. - Added admin-only console command ttt_highlight_admins 0/1 that toggles whether players see admins with a gold name. - Added ttt_log_damage_for_console 0/1. Enable this to make ttt_print_damagelog print the damage log for the current round (RCON and SuperAdmins only). This can be a ton of data, which is why it's off by default. - Added ttt_crazy_sparks clientside convar 0/1. Players can enable this to make bullets that hit a metal surface spark more extravagantly (so they can pretend they're playing FEAR). Probably hurts FPS if your PC is made out of wood. Defaults off. --- v070210b: - Fixed issue where player roles would desync if a player disconnected during the preparation phase. - Added full role reset when the round starts, so that the issue should never arise again. --- v070210: - Fixed player roles not being reset when a new round starts in some cases, causing players to see others as detective/traitor even if they are not. - Removed timeout on "eye reflections" now that only detectives can see them. - Prevented scoreboard body search results received from a detective from being overwritten if you search the same corpse yourself. - Made detective voicechat indicator and text chat name blue. - Tweaked Karma indicator colour scheme. --- v060210b: - Searching a body during the preparation phase now simpler, without meaningless traitor confirmation etc. Fixes player showing as traitor even though he isn't if he was a traitor last round, dies during preparation and is found. - Teleporter can no longer be used after the round has ended, to prevent players teleporting across the round restart. --- v060210: - Equipment weapons dropped by traitors or detectives is no longer picked up when you are nearby, unless you press the USE key (ie. it's not automatic anymore). - Changed Karma indicator colour scheme to be different from health. - "Reflection" search result is only shown when detective searches the corpse. Other players can still see it on the scoreboard after a detective does this. - Detectives now no longer get a credit reward for killing a traitor, but the entire Detective "team" is awarded a credit if one of them searches a traitor corpse that had not been searched by a detective before. - Detective selection now makes players with low karma (below ttt_detective_karma_min) less likely to become detective (as if they were detective/traitor last round). - Reduced Poltergeist punching-blast damage range (it was a bit huge), increased firing range to compensate. - Fixed view being tilted if player is spawned on a (spawn script) spawnpoint that is tilted. - Fixed teleporting player who dies while frozen (between initiating the teleport and the moment of teleportation) staying frozen as spectator. - Changed some leftover loyalist mentions to detective. - Cleaned up and overhauled code related to traitor/detective/innocent roles (including traitor/detective selection) and some other bits and bobs of client state. Negligible performance improvements. - Added function to weapon placer STOOL to remove all existing weapon_* and item_* entities from the map. --- v030210: - Renamed Loyalists to Detectives. - Added some Detective-related notes to the help and tutorial, as well as updating some tutorial images. - Added Defuser as special Detective equipment: * Instantly disarms C4, short range, infinite uses. * Can be dropped (with Q) for a normal innocent to pick up and use. Not sure if that will remain possible, depends on how it works out. - Reduced minimum C4 timer from 60 to 45 seconds. - Fixed the Radar not automatically re-scanning when owner is a Detective rather than a Traitor. - Disallowed weapons as Poltergeist targets. - Fixed possessed prop names, properly this time. - Fixed teleporter clientside code getting blocked by scriptenforcer (had only cosmetic consequences). --- v020210: - Fixed mapper-placed ammo boxes not dropping to the ground when they spawned. - Server log will now contain who won the round when it ends. - Fixed spectators not seeing possessed prop names. - Voice is muted for a second around traitor selection. This should hopefully prevent an exploit where the fact that someone's voice indicator disappeared for a moment upon the moment of becoming traitor would reveal one's traitor/innocent-ness. - Added Loyalists: * Some innocents get extra support from Terrorist HQ in the form of equipment credits and such. These select few are the Loyalists. * Everyone can see who is a Loyalist. They are high value targets for the traitors. * Traitors get a credit reward for killing a Loyalist, and vice versa. Both types can also find unused credits on each other's corpses. * When a Loyalist searches a corpse, the information is available for all players via the scoreboard (even if the death was already confirmed). If a Loyalist is the first to identify a corpse, he gets 3 points compared to a normal innocent's 1 point. * Loyalists can currently only buy a Radar and a Teleporter. More will be added in the future. * By default, there are 0 loyalists selected until a playercount of 10 is reached. From that point on, there are about half as many loyalists as there are traitors, rounded down. There are convars to control all this - Renamed ttt_detective_mode to ttt_sherlock_mode in order to prevent confusion with loyalist/detective related convars. --- v290110: - Traitor Equipment menu improvements: * Made it use nicer icons (most of which were already used in the body search results + some new ones). Standard spawn icons will still be used for items that do not have a nice icon (such as custom stuff added by a server). * Made items that are not buyable (because you're already carrying one etc) be a darker shade. * Made menu taller, and extended the descriptions of most items. - Weapon balancing: * Removed death scream for silenced pistol bodyshot kills * Increased Poltergeist ammo from 5 to 6 shots * Slightly reduced Teleporter loudness - Score balancing: * Identifying a body now gives a point * Traitor team bonus now only rewards half a point per dead innocent instead of a full point (total is rounded up) - Made health text on target ID stand out more compared to karma text. - Added setting that makes target ID more minimalist, showing only the target's name, coloured in accordance to his health, rather than separate health text and karma text. - Added setting that disables crosshair entirely, for those who enjoy pain. - Fixed possessed object names not showing for everyone after round end. - Fixed crowbar impact effect spam (finally) - Minor Karma balancing: reverted kill penalty to original amount, and increased traitor hurting/killing reward a bit further. - Behind the scenes: * Moved to gmod's bitwise operators for damage type checking instead of custom method (had their existence been more obvious I never would have had to make a custom method! joy). Small performance improvement. * Removed dependency on the gmod CS:S Lua addon (servers still need to install CS:S for the models etc) --- v250110: - Added Teleporter traitor weapon: * Primary fire to mark a location, secondary fire to teleport to the last marked location. Ammo for four teleports, but you can mark infinite times. * You are frozen while the teleport occurs, which takes about three seconds, and you can be shot during that time. * After teleporting, both places will get a marking on the ground showing there was a teleport there (it's the quantum particles). * If, since you marked it, a prop has been placed on the marked location, you will die if you teleport back there. * If a player is blocking the destination, he will be telefragged instead of you. * If a traitor with a teleporter dies, anyone can pick it up. Looks like a camphone. - Fixed Lua error on shotgun in certain semi-random situations - Added scorch decal on the ground when burning a body. - After round ends, all players can see who is possessing a prop, rather than only spectators. - The myinfo_bytes setting on clients is set to 1024 if it is below 1000 (which it is by default). This should help prevent buffer overflows. --- v220110: - Karma related: * ttt_karma now enabled by default. * Added Karma information to help and tutorial. * Slightly increased both the teamkill penalty and the bonus for killing a traitor as innocent. - Fixed randomly occurring error spam when near an armed C4. - Reduced how much a gun flies around when its owner dies. - Round report window now stays up until the next round properly begins, rather than automatically closing as soon as the preparation phase starts. - Made all kill events in the round report event list of the form "X was killed by Y", instead of "Y killed X", to be consistent with how other events are listed. - Added award for killing someone with a knife as innocent, and made some minor tweaks to a few other awards/highlights. - Everyone is muted for a second before and after a round restart (map cleanup etc). There's a (small) chance this helps against net buffer overflow errors. You can't really talk at that point anyway because everyone lags a bit as the map reloads. - Improved spawn location randomisation. - Experimental: spawn waves, via ttt_spawn_wave_interval (default 0) * When 0, spawns everyone at once as usual. * When larger than 0, spawns in waves of as many players as there are spawnpoints. Delay in seconds between waves is equal to the convar value. * If there are enough spawns for everyone on the server, everyone will spawn at once. * The preparation phase must be long enough to fit all the waves, so increase ttt_preptime_seconds if weird things happen. * Players who join during prep. will still spawn immediately (like after a new map loads). * As long as the players spawning move around after they spawn, this method should result in less spawning in walls and such on large servers. --- v130110c: - Fixed another Lua error, improved things here and there so this particular kind of error won't happen in the future. - Added Gmod's datastream script to the ScriptEnforcer manifest of allowed files. TTT does not use datastream, but ULX does, which caused a minor error. --- v130110b: - Fixed bugs caused by behind the scenes changes of v130110, that somehow didn't show up earlier. - Scoreboard now shows info panel when clicking a player name. * If the player is dead, it shows the results of the body search, if you have searched it yourself. This should help collate evidence from multiple corpses. * If the player is in the Terrorist section, this will show a tag selection area, which replaces the tag cycling method. --- v130110: - Fixed players with a karma over 1000 (only possible when server has raised the max) getting a small damage penalty instead of dealing full damage. - Fixed Lua error in karma code when a player kills or is killed by a non-player, such as an NPC. - Fixed ttt_print_adminreport showing deaths caused by non-player things in an ugly way. - Minor changes behind the scenes to prepare for future improvements, shouldn't be noticeable. --- v100110: - Added Karma system to discourage teamkilling ("RDM"). Explanation here. A list of karma convars and what they do is available in the readme file (gamemodes/terrortown/readme.txt). The most important one is ttt_karma (default 0) which enables or disables the system. Disabled by default because it will inevitably need balancing. - AFK players are now killed before they are moved to the Spectator team. This allows other players to find their body and verify whether they were Traitor. - Added extra checks to AFK checking code to prevent false positives. - Possible fix for Traitor chat not activating properly when pressing sprint (cannot reproduce this myself, need feedback). - Made vehicle's driver now show on target ID when targeting the vehicle. - Fixed Last Words exploit. - Fixed ttt_print_* admin commands not showing output when using them in client console as superadmin (as opposed to rcon). --- v050110: - Radio right click now sticks it on the surface you are looking at, like C4. Left click still drops it. - Fixed radio forgetting it was yours if it was picked up and dropped with the magneto. - Added display on the C4 model, showing the time until detonation. - Added client setting (ie. under F1) for ironsight crosshair opacity. Crosshair is now no longer black while ironsighting. Those who don't want to see it can lower opacity, while those who do want it can see it more clearly now. - Minor tweaks to text of teamkill highlights/"awards" to clarify the number of TKs - Made pistol ammo show as "Pistol/M16 ammo" when picked up, because that's what it is. - Behind the scenes: moved some NW vars to new datatable vars. Theoretically better networking performance. --- v020110: - Added more radio sounds: burning body, C4 beeps, and footsteps. - Fixed burst fire flag on Radio sounds not having effect. Now the delay between "shot" sounds for the MAC10 and HUGE will be identical to the real weapons, as intended. - Fixed spectator hint text at the bottom of the screen overlapping the round timer at 800x600 and below. --- v301209: - Added Traitor equipment: Radio * When bought, appears as a "weapon" in your inventory. When you have it out, you will look like you are holstered to others. * Click to place it somewhere. This will drop the radio in the world, you can carry it around with your magneto. Like C4 without the arming process. Press E on it to pick it up again. * Weapon fire will destroy it. * In your Traitor Menu, there will be a "Radio" tab with a soundboard. * Press a button to make the radio play a sound. The Scream and Explosion ones play a single sound, the various gunshots play a semi-random number of shots that respect the firing rate of the various guns and have a bit of random delay between them to sound more natural. Automatic weapon buttons play them in continuous bursts. * You can queue up up to 5 sounds at any one time (to avoid spam). They will play in the order you pressed the buttons in, so you can easily simulate a shotgun kill by first clicking "Shotgun shots" and then "Scream". You do not have to keep the menu open after telling the radio what sounds to play. - C4 indicator on Traitor HUD now updates if the explosion timer changes because innocents try to disarm it and get a code wrong. - If Traitor Ted dies because he was too close to the C4 planted by Traitor Todd when it exploded, then Traitor Todd no longer gets points deducted for a teamkill. Instead, it is considered a suicide by Traitor Ted (because he didn't pay attention to the C4 indicator). - Suiciding by explosion now has its own event log description. - Prevented switching to first person mode when spectating things that aren't players (props, ragdoll). --- v281209b: - Fixed Lua file missing from autodownload and scriptenforcer manifest. --- v281209: - Added tutorial/quick-help, a short 5 step intro to TTT that can be viewed in the Help and Settings menu under F1. - Made the tutorial the first tab you see in that menu, and moved the Fretta gamemode vote button to its own tab. - Changed how help content is transferred to clients. Now resides in /garrysmod/help/ttt/. Sadly because Garry doesn't let me autodownload .html files for some reason, you can't view them in your browser (without renaming the .txt files to .html). - Improvements to chat indicator colouring for traitors, should now turn green more reliably if another traitor is using global chat. - Added basic AFK detection: if the round has started and you do not move your crosshair or your mouse cursor for two minutes, you are moved to spectator mode. It warns you at half that time period, and once you do get moved it shows a dialogue box that lets you immediately disable spectator mode. Of course you will remain spectator until next round starts. Servers can customize the time using ttt_idle_limit (in seconds, default 120). - Added "Mute all innocents" checkbox to settings. - Added note in Disguiser control panel about the Numpad Enter key for it. - Made poltergeist physics punches slightly stronger. - Fixed game attempting to automatically start a radar scan after buying equipment items that are not radars. - Removed "Controlled by ..." targetID text, which was unnecessary since the addition of permanent labels on possessed props. - Added hooks for server plugins: TTTPrepareRound (called when prep phase starts), TTTBeginRound (when round begins and traitors are selected), and TTTEndRound (when one of the teams wins). Use as you would any GMod hook. - Weapon placer STOOL: * Fixed typo in export command preventing export from happening, problem only manifested when no existing script was present for the map. * Fixed rifle ammo entity being wrong. --- 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.