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News: Trouble in Terrorist Town? Site here, forum here.

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1  Other / Trouble in Terrorist Town / Re: Body hanging in TTT (Traitor feature) on: November 16, 2010, 02:34:15 PM
Its a cvar in the version out right now, disabled by default.


Quote
Some new svn things:
*snip*
- Ragdoll pinning is now enabled by default.


Do keep in mind that this release is only on SVN. Other servers will get the latest TTT version on every gmod update.
2  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 15, 2010, 05:20:11 PM
You might want to disable detectives from calling detectives on corpses.
3  Other / Trouble in Terrorist Town / Re: Body hanging in TTT (Traitor feature) on: November 15, 2010, 12:47:52 AM
If that doesn't do the trick, a puddle of blood with a couple of scorch marks and guns laying in it usually say plenty.

4  Other / Trouble in Terrorist Town / Re: BKU Community Server on: November 15, 2010, 12:44:46 AM
The problem with public testing is that not everyone who joins the server is aware that this might be a server with possible unstable builds. I'm pretty sure he's not in the mood for stupid comments when something does break down, and testing doesn't quite work if people want to play a decent game (OMFG WHY DID MAP CHANGE).
I suppose uploading the latest stable SVN build onto the server would iron out a couple of issues that went unnoticed, but usually server admins will be more then happy to make BKU aware of any issues that might arise.
5  Other / Trouble in Terrorist Town / Re: Suggestions to improve default weapons on: November 15, 2010, 12:38:01 AM
Some weapons just need balancing so they can compete.

Pistol needs more damage.



Pistol is very accurate. Make a few headshots and they'll drop like flies.

Crowbar needs to do 30 damage.


I could be wrong but I believe hitting them in the head does more damage. Overall crowbar is a back up weapon and shouldn't be used to chop down people who are shooting at you.

HUGE needs slightly less spread or recoil.


The HUGE is still a room cleaner and by far THE weapon to have on low to medium range. I wouldn't buff it, nor nerf it for that matter.
6  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 15, 2010, 12:34:42 AM
The stopping of prop velocity would be rather annoying, as it would impede on gameplay just for the sake of stopping a little cheating, it would be much nicer just to perm ban every hacker you see.


Have to agree with you. Still great to have an optional cvar in case things really hit the fan. I kinda like killing with props (traitor needless to say) and throwing barrels around as a traitor is also a tactic I employ a lot.  Its a shame a lot of good features or "exploits" need to be removed in order to prevent people from abusing them.
7  Other / Trouble in Terrorist Town / Re: Traitor idea - The Disguiser Mk. II on: October 24, 2010, 02:40:44 PM
Stealing someone's name can be quite obvious, for starters you don't act the same as that person nor do you sound or perhaps type like the person who's ID you are using.
I think not having a name is just fine and that itself has many advantages (hiding in bushes/under water).  Furthermore disabling traitors from using voice or chat while disguised will simply result in people spamming chat to see who's not talking back.
8  Other / Trouble in Terrorist Town / Re: Knife balance discussion (was: 'Knife "nerf"...') on: October 11, 2010, 11:10:20 PM
How exactly does one spawn-kill on TTT?
9  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: October 11, 2010, 10:54:08 PM
That really begin to encourage people and make them be wusses.
Persistent karma is terrible anyways.


Without persistent karma it matters little to none, any damage reduction you get will be gone the next map.  I do not wish to imply the system is obsolete, but adding a longer term attachment to your karma will give something extra to compete with.
Think of it as rankings in a RTS game, they have absolutely no use besides being fun and giving you a longer term goal to reach. Seeing as yanking your internet cable out to get the infamous DC won't be of any use here, there's little to lose  :)

If we look at encouraging people to think twice before they act it would be a good thing. We've all had occasions where the evidence looked solid and ended up wasting an innocent.
Normally you wouldn't care less, accidents happen and is perfectly fine. However giving you a little extra thing to consider which would be your own long term karma might make a few people think twice before acting, while not necessarily  forcing you to actually be more careful as its merely *e-peen*.
10  Other / Trouble in Terrorist Town / Re: Unrealistic Detective Kevlar Idea on: October 11, 2010, 10:34:08 PM
Option one would make disarming require a bit too much team work, assuming it locks you out for the duration of the c4. You'll require 9 person to try every possible code, 10 if you don't input already known numbers.

Option two would nullify the guessing feature unless the penalty of disarming is removed/reduced. As of now I've not seen a single bomb been defused by random guessing due to the severe penalty, avoiding is the rule of thumb.

Perhaps rather then keeping the current system, possibly introduce a wire cut mechanic that solely relies on luck. While one could argue that luck removes skill factor it does bring its own tension and fun factor.
Lets say a 60 seconds c4 has 3 wires, you'll have 33% chance to cut the right wire and thus defuse the bomb, adding another wire for every 60 seconds after that (3 minute c4 would have 5 wires, 20% chance) would allow c4's with a longer duration to be harder to disarm.  
Of course the penalty for cutting the wrong wire would be met with an explosion to ensure a high risk factor while still allowing the chance of a successful defuse.

Perhaps in addition to this allow the traitor to pick the color code for the correct wire that needs to be cut which leaves a trace on their body (Much like the current c4 code on dead bodies).
Ultimately implementing this could proof to be more hassle then its worth, but it would solve the current problem as well as adding an action movie flavor to the c4.

I think there are points when servers just need to have good admins and game balance isn't needed.


What does being a good admin have to do with observing things in the game? Its like putting a sign down that says "do not read" (i.e. your mind will pick up these messages automatically when someone is attempting to defuse a c4)
11  Other / Trouble in Terrorist Town / Re: Small Visualizer change on: October 11, 2010, 03:25:00 PM
I think it would be nice, mainly because its odd for an item to just disappear on dead.  The visualizer is quite useful to determine from where he got shot which makes it extremely useful against snipers which would already be unable to pick up the dna scanner at that range.
Allowing the visualizer to be dropped which gives away the location of the sniper would ensure less camping and makes sniping the detective a risky undertaking.

The visualizer isn't as useful on close range as you are unable to find out the "last seen" without a detective, at this point the visualizer poses little threat to the traitor. Long term it would of course be best to destroy the visualizer before its used to find more valuable clues.
You do however leave DNA on the body on close range, while taking the dna scanner is your first priority when you kill the detective.  I think it would be nice to give some sort of penalty of sniping the detective on long range as no DNA is left.

Perhaps drop the visualizer and give it about 10-20 seconds before it becomes active on dead, this gives the traitor a chance to try and shoot the visualizer before it comes active as well as enough time to make a get away in-case the visualizer is out of range of being shot.
12  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: October 11, 2010, 03:13:32 PM
Now that we have persistent karma its quite appealing to have a higher max karma value to distinguish long term players as well as allowing a little competition on the server.
While this itself can already be done, in its current state its too easy to get a high karma level.

What I'd like to suggest is an additional cvar (ttt_karma_max_penalty)  that lowers the karma you gain once you are above to default karma.


For example you'd normally gain 30 karma for a clean round, if you're above ttt_karma_starting it would be reduced to lets say 3 karma.
This means you'd have to play really well to get a high karma level and making a mistake would bring you down considerably as well as prevent players from gaining a high karma buffer which gives them less penalty on the long term.
Ideally this system would encourage players who value their karma level on the server to play clean in order to keep their ranking.
13  Other / Trouble in Terrorist Town / Re: Unrealistic Detective Kevlar Idea on: October 11, 2010, 02:54:00 PM
Charles makes a very valid point, no matter how small it looks at first, if you can use game mechanics to your advantage then that is exactly what will happen.
Take the c4 for example, when an innocent tries to disarm the c4, a portion of the time on the c4 will be taken from the timer as a penalty. Seeing as you can easily check if time has been removed from the c4 by attempted disarming, the logical conclusion would be that the person who tried to disarm it is innocent.

Once the c4 is disarmed you got a potential traitor checking device, do note that I've never seen it happen on a large scale and it might not be all that wise to discuss certain exploitable mechanics in public.
However seeing as these are the official TTT forums I figured it wouldn't hurt to bring this out into the light.
On our server we got a policy of not exploiting game mechanics, of course its a bit hard to not notice someone is innocent when he tries to disarm the c4 and time is reduced.

While not everyone will know this is how the system works, anyone who follows these forums or checks the code will spot things like this in-game and use it to their advantage.
14  Other / Trouble in Terrorist Town / Re: new gmod update broke metamod source on: October 09, 2010, 03:21:48 PM
v16? there isn't a v16 of TTT released and v15 was only released a few days ago..



Using the latest SVN build. (https://facepunch.svn.beanstalkapp.com/gmodgame/trunk)

AFAIK the current changelog for v16 is:

- Traitors now start with 2 credits.
- Silenced Pistol sound range is shorter (ie. it's quieter).
- Stored persistent Karma value resets when the player is autokicked.
- Fixed alivecheck command.


Also you might want to try using the stablebuild of metamod seeing as that seems to be working fine for me. Latest snapshot of sourcemod is probably required in order to get it working under the recent gmod update.
15  Other / Trouble in Terrorist Town / Re: new gmod update broke metamod source on: October 09, 2010, 03:04:54 PM
Running v16 atm, didn't had any issues with v15 either.
16  Other / Trouble in Terrorist Town / Re: new gmod update broke metamod source on: October 09, 2010, 02:19:24 PM
I'm using the latest sourcemod snapshot 1.4.0-hg3137 with stable metamod build 1.8.3 in combination with the SVN TTT release and have just tested it for crashing on connect which did not occur for me.
If I run into any odd problems later on today, I'll be sure to let you know. Meanwhile you might want to try hosting a fresh copy and see if that fixes it.

Are you perhaps running any other metamod plugins besides sourcemod which could cause the crash?
17  Other / Trouble in Terrorist Town / Re: Knife balance discussion (was: 'Knife "nerf"...') on: October 09, 2010, 02:14:59 PM
After playing with the knife change for some time now I've concluded that the change isn't all that bad. I think the whole point behind the current traitor gear is that each item has some use and are equally balanced towards each other.
While this contradicts my earlier post, I think nobody can deny that the knife was by far the most useful traitor item and the nerf made it a circumstantial weapon which would fit along the idea of the current load out.

I would however like to see some new things happen to the radio and newton launcher, the c4 seems to have lost some charm as well and seems to be avoided rather easily.

Radio has extremely limited uses, while it could still be a very effective weapon to draw some attention I hardly see it used well besides the usual sound spam. This however could be blamed on not using the item as intended.

Newton launcher is only useful on a handful of maps and too unpredictable at long ranges to justify its purchase. While I have killed a few with this pesky little tool, the noise it makes and the chance he might not fall or survive the fall would easily ruin my cover.

The c4 used to be the main weapon of any traitor, the latest addition where placing it for a longer period of time versus a shorter time period seems to have made the c4 less useful. I'm unsure whether or not the c4 on 45 seconds is now louder then used to be, but the c4 never goes unnoticed and the area tends to be evacuated before it explodes.
While putting it on 3-5 minutes greatly muffles the sound of the beeping, it becomes too risky and ensures rounds stall longer then they have to.
Ultimately the c4 still has plenty of uses and it killed way too much players before.
18  Other / Trouble in Terrorist Town / Re: Traitor item suggestion - Decoy on: October 09, 2010, 01:57:58 PM
If the irony behind that would be that beacons were mostly distracting players then being useful, I'd say yes.
19  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: October 09, 2010, 01:57:17 PM
Apparently the viewer thing for detectives (forget the name) becomes buggy after the game switches into overtime mode.
I haven't tested this theory yet, but I will update this post once I do.
The effect seems to kinda mess up when you're in spectator mode though.


I have not yet run into this, the only thing I've noticed with the visualizer is that the effect stays after a new round has started for a few seconds.
Obviously due to the visualizer being present on round end and the effect fades away when the visualizer is no longer present.
20  Other / Trouble in Terrorist Town / Re: new gmod update broke metamod source on: October 09, 2010, 01:53:23 PM
This is a common thing that happens sometimes on garrysmod updates, the offsets in sourcemod are incorrect after the update and will crash your server.
A simple solution would be to get the latest snapshot from sourcemod which you can do over here which includes the following fix here

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