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Other / Trouble in Terrorist Town / Re: Garry's Mod 13
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on: March 04, 2012, 03:52:58 PM
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Yeah, I saw, but then stuff like this just breaks everything again. It's no use trying to fix things when garry constantly breaks gmod. I'm going to wait until things are more stable. At that point I could fix things in an afternoon, whereas now I have to waste time dealing with broken stuff and things that are going to change next beta update.
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3
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Other / Trouble in Terrorist Town / Re: TTT custom commands
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on: March 04, 2012, 09:09:49 AM
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Here is the right direction: LocalPlayer():GetEyeTrace()
The rest is bog standard gmod Lua. If you're looking to learn Lua you picked a horrible time, because garry has replaced the wiki with a version that does not contain any information, because the old one was "messy" or something.
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7
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Other / Trouble in Terrorist Town / Re: About adding maps and console commands
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on: February 26, 2012, 08:21:08 AM
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If you're using the in-game "start multiplayer" option, you can't upgrade TTT, because gmod will always load the version that's in your gmod .GCF files. It's very annoying.
What you could try is renaming your /garrysmod/gamemodes/terrortown directory to something like "terrortown_v28". When starting a server, you then have to pick that same name as the gamemode.
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8
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Other / Trouble in Terrorist Town / Re: Garry's Mod 13
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on: February 25, 2012, 08:18:55 PM
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Nice, looks like the weapon damage should be easy to fix.
And I had noticed the visualizer has pose parameter issues, but haven't looked closely yet. It's on my list, but the interface issues with fonts and menu layouts are above it. I'll keep the clearing thing in mind.
Just in case: have you also seen the weird behaviour of certain fonts? Being the wrong size and sometimes switching between sizes depending on what other fonts are on screen, very odd. Almost seems like a GM13 bug.
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9
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Other / Trouble in Terrorist Town / Re: Garry's Mod 13
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on: February 25, 2012, 03:27:54 PM
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Probably no test release this weekend, the newer beta updates have broken more than I'd hoped. Have to go over all the fonts, all the menus, etc.
Another thing: the beta fixes a long standing bug in gmod with how damage to players was handled. TTT worked around it, but now that it's fixed weapon damage numbers need adjusting to make them match the current situation. I could go through all the guns in the old/current version myself and check the in-game damage, but that would take quite a bit of time. So I figured, perhaps an active player knows these by heart.
Does someone here know the damage on bodyshots (and headshots, but mainly body) for some of the guns in the current TTT?
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13
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Other / Trouble in Terrorist Town / Re: Garry's Mod 13
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on: February 21, 2012, 07:00:17 PM
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I've gone over the beta updates that happened since I last brought TTT up to date with it, and there's a few things that need fixing (file library has changed a lot, etc). If all goes well I'll probably post a GM13 testing build this weekend or something.
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Other / Trouble in Terrorist Town / Re: Garry's Mod 13
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on: February 19, 2012, 08:33:52 AM
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I have a bunch of issues fixed, actually, mainly the obvious things like menus that are broken. There are one or two things that I have to investigate, problems TTT had a workaround for that garry says he has fixed. Beyond that there are probably a load of issues I don't know about.
Last time I checked, the beta still had obvious things broken, like every dropdown in the game (even the one that lets you select the gamemode). So I haven't been in much of a hurry.
If there are sufficient beta keys out there now for someone (not me) to run a testing server, I could post a GM13 testing version of TTT.
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16
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Other / Trouble in Terrorist Town / Re: Which SDK engine?
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on: February 08, 2012, 09:54:46 PM
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I believe the only difference for mapping is that if you run Hammer for the HL2 configuration for example, it will be an older version of Hammer. CS:S, TF2, gmod, etc all use the newer stuff, so your current setup should be fine.
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Other / Trouble in Terrorist Town / Re: I have problem with TTT weaponplacer
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on: January 29, 2012, 08:45:29 AM
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I'll try to explain in simple English: The weapon scripts will not work in TTT v27. It was broken in a GMod update. You need TTT v28. However, only dedicated servers can install TTT v28. If you install it in your own GMod, the game will keep using the old TTT v27 because it is included in GMod. If you have a dedicated server and you want TTT v28, you can find the download link here: http://www.zombiemaster.org/smf/index.php?topic=9303.msg450916#new I don't think you will be able to test weapon scripts in your own GMod until GMod 13 is released. The weapon placer was always a stool offered by BKU... did you just re-make something that already existed?
He pasted the readme, probably to show that he followed it.
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Other / Trouble in Terrorist Town / Re: Need help regarding custom playermodels
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on: January 25, 2012, 07:15:08 PM
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Stuff like holstered uses special animations included with GMod. Something needs to be done to the models to make them work with those animations. I don't know exactly what because I haven't touched Source model compilation in years.
You could try Facepunch, as this is a general GMod problem that will also exist outside of TTT, and people there might know more details.
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