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

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1  Other / Trouble in Terrorist Town / Re: [Project] Operation Suburb - In Progress on: February 24, 2012, 10:52:05 PM
The map is indeed still in progress. The testing session did go well.

Left to Do:
- Add Sound Scapes
- Add Weapon Placements
- Add Player and Physics Barriers
- Add Weapon Spawn locations
- Fix any overlooked visual bugs
2  Other / Trouble in Terrorist Town / Re: [Project] Operation Suburb - In Progress on: September 26, 2011, 02:23:10 AM
I'm sure those of you who are following this thread are convinced this project is dead. Truthfully, it's going slow due to my ongoing studies, however I am progressing closer to having it finished. Yesterday, I held a private testing session of the most up-to-date version of the map. Everything is going very well. The map has been heavily optimized and all brushwork is nearly finished. Although I have no screenshots to present, I assure everyone this project will be finished, although not in the next coming weeks. Again, sorry to disappoint many of you after spending a vast amount of time on this and not providing any potential release date. I vowed to have this map finished, so please don't worry if updates are not provided after a week or two.

I will try to provide an update with new content within the next coming weeks when I am able.

3  Other / Trouble in Terrorist Town / Re: [Project] Operation Suburb - In Progress on: August 27, 2011, 02:33:59 AM
My apologies Gray. I've been keeping updates on my progress on another forum despite my inactivity on the zombiemaster forums. I'll try to be more consistent from now on.
4  Other / Trouble in Terrorist Town / Re: [Project] Operation Suburb - In Progress on: August 26, 2011, 02:24:29 AM
New Update: 08/25/2011

This Project is Still Very Much Alive!


Been working on the map for a long time now but I have not released any new updates. The following are some screenshots from a few minutes ago. Definitely a lot more detail has been added, new texturing and lighting, extensive use of hinting and fixed a ton of brushwork.

Links to Screenshots:

http://cloud.steampowered.com/ugc/560917821007391385/48E716678BEFF7D41AE048859F9C97FB8FED9398/
http://cloud.steampowered.com/ugc/560917821007375041/EE12E1C6D5809DA898A8110EE329CD1601DAE193/
http://cloud.steampowered.com/ugc/560917821007376025/DF0358D92B9601A789320A223BBD1C9E06FE8DBF/
http://cloud.steampowered.com/ugc/560917821007377532/176033CED6E331ECB52417B67E56EF2FB6235A45/
http://cloud.steampowered.com/ugc/560917821007379128/220CEF234949530BC666396465611800B9D6DE15/
http://cloud.steampowered.com/ugc/560917821007380397/A7764B8C45D5155DC8036CB25B18F99F615E1C3F/
http://cloud.steampowered.com/ugc/560917821007381650/7645CB19E76888282BF336B5B847D0CE53304717/
http://cloud.steampowered.com/ugc/560917821007382958/A77FDB9FB96AAB9904E235C429068CCF07F24681/
http://cloud.steampowered.com/ugc/560917821007384224/09481D53AE9FC82903E61BB1CFCBE4232291B278/
http://cloud.steampowered.com/ugc/560917821007385445/C0E4A8724D5ECB55802FDE37853A6E464594596D/
http://cloud.steampowered.com/ugc/560917821007386139/B80F31B8F827960265455379FCD79D8A0B6DE429/
http://cloud.steampowered.com/ugc/560917821007388466/D862508A9E85FF08851BB973B6E813B1DC74CCCD/
http://cloud.steampowered.com/ugc/560917821007389205/1689A15978F9004D5D2033D5E20C26BAD7260B7C/

A number of visual bugs including texture cube mapping seems to be a problem. I'll find a remedy for this in the short future.

Look out for future updates!
5  Other / Trouble in Terrorist Town / Re: Sign the TTT Petition (Read for Details) on: May 31, 2011, 10:46:48 PM
BKU has dedicated himself to this mod for a long time now, forming a petition wouldn't likely work. Updates are stilling being released to reduce bugs. If what you're looking for is custom content such as new weapons, round variation, etc, consult the many number of Garry's mod server communities supporting TTT.

TTT is fine as it is. As stated, the balance is fine. Over-saturating the game-play mechanics with new content might be a bit much. For this reason, BKU has already made TTT quite customizable, providing ample amounts of documentation to users interested in adding their own content.

On a side note, I laughed when you double posted with "I support". Nice.



6  Other / Trouble in Terrorist Town / Re: Mapping Q&A on: May 16, 2011, 01:32:43 AM
Use the ttt_map_settings entity you can find in the entity list and under its parameters you will find three settings:

1. Enable/disable the crowbar forcibly unlocking doors you may have scripted to open only under specific circumstances.
1. Enable/disable the crowbar doing that with buttons.
1. Enable/disable the crowbar forcing movelinear entities to open.

Disabling the crowbar from interacting with any buttons or doors should fix this problem you're having.

You can additionally fire outputs from this entity on:

1. MapSettingsSpawned
2. RoundPreparation
3. RoundStart
4. RoundEnd (has an argument of 2 = traitors win, 3 = innocent win, 4 = timelimit)

This could be useful if you want some sort of event to occur for players in your map when the round starts or finishes, etc.
7  Other / Trouble in Terrorist Town / Re: TTT_Casino_b1 - Quick Fix Released! 3/20/2011 on: March 20, 2011, 05:16:05 PM
I had a similar conversation in another forum thread. Your right, simply rename the map to ttt_casino_b2. Sorry for the inconvenience.
8  Other / Trouble in Terrorist Town / Re: TTT_Casino_b1 - New Release! 3/19/2011 on: March 20, 2011, 03:55:14 PM
Update As of 3/20/2011:

- Fixed board game bug where players are able to pick up the player pieces.
Note: SVN map version has not been updated yet. Only the Direct Download has been updated.

Important: You will need to delete your current ttt_casino_b1.bsp map within your garrysmod/maps folder and then install the new updated version or you will encounter an error in
map version when connecting to a server using the newly released update.

Please visit the first post for the "QUICK FIX" Download link.
9  Other / Trouble in Terrorist Town / Re: TTT_Casino_b1 - New Release! 3/19/2011 on: March 19, 2011, 03:18:20 PM
_____________________________
Update As of 3/19/2011:

- Updated SVN Repository with new content. (At Revision 50)
- Optimal Download Via SVN or download 90 MB Compressed Map Archive for Server Owners.
- Fixed Board Game bugs although there may be a few still present
- Added optional traitor objective
- Added more weapons and player spawns (32 in total)
- Added safety guards to prevent players from exploiting (Reaching inaccessible areas)
- Removed Pipe Bomb

Please visit the First Post for download links and important information regarding the board-game's implementation.
10  Other / Trouble in Terrorist Town / Re: Mapping Q&A on: March 19, 2011, 12:57:43 PM
The only purpose I was using a func_physbox for was when:

1. "OnPhysGunOnlyPickup" occurs when a player picked up the func_physbox, a ttt_damageowner would set the player as the damage owner.

2. "OnPhysGunDrop" occurs when a player drops the func_physbox, a ttt_damageowner would clear the player from being the damage owner.

Through LUA ill see if I can get it working. Thanks again for the update!
11  Other / Trouble in Terrorist Town / Re: Mapping Q&A on: March 18, 2011, 10:55:54 PM
Great! Thanks for the update.
12  Other / Trouble in Terrorist Town / Re: Mapping Q&A on: March 17, 2011, 01:25:57 AM
1. Overlay each spawn point with a trigger_teleport (name them 1,2,3,....) and have their state to initially disabled. (Under its properties, ensure only clients is checked)

2. place a single info_teleport_destination entity in the area of the map you want the player to be teleported to.

3. Place a logic_case into your map and put a,b,c,d,e,f etc for the case names. Name this logic_case "random_teleport"

4. For the outputs of the case, do the following:
OnCase01 -> 1 -> enable 0.00
OnCase01 -> 1 -> disable 0.20


Continue on with OnCase02 etc. for each trigger_teleport entity.

5. Place a ttt_map_settings entity in your map and under its "Outputs" tab, put the following:

RoundStart -> random_teleport -> PickRandom 0.00


Thats it.

Note: You may need to use more than one logic_case depending on how many player spawns you have.


_____________________________________

In other News: I recently found out that the following func_physbox or func_physbox_multiplayer outputs are not functional at all in TTT.

    * OnPhysGunPickup

    Fired when a player picks this object up, either with the physgun or +USE.

    * OnPhysGunDrop

    Fired when a player drops this object.

    * OnPhysGunOnlyPickup

    Fired when a player picks this object up WITH THE PHYSGUN. +USE pickups do not fire this output.

If possible, could the next revision of TTT become possibly compatible with this entities outputs?

The OnPlayerUse output does however seem to be functional.

I believe the issue lies with the fact that the engine is searching for a "PhysGun" whenever the func_physbox is picked up or dropped, however perhaps the magneto stick is not seen as one, therefore the output is never executed. These outputs have great potential.
13  Other / Trouble in Terrorist Town / Re: [RELEASE] Outpost 31 for TTT by Seventh/Scar on: March 11, 2011, 01:40:23 AM

Great job on the map and making use of custom assets and Propper. I have spotted 3 bugs you may want address:


1. Minor texture Mis-Alignment Present on the Arch of the door way.

Not a very big issue but if you want to preserve the quality of your texture alignments, fixing this should help.




2. Missing Material Texture for Radio/Microphone System.
Not sure if others are experiencing this, however uploading the missing texture would be greatly appreciated.



3. Black Blob shadowing.
You could probably solve this by adding a small light source under the snow covered stairway in conjunction with "block light" brushes in a stair formation to simulate better shadowing.



That's about all the bugs I was able to spot. The first and last are minor however if you could kindly either integrate the missing texture in the next revision or upload the file separately, that would be great.
14  Other / Trouble in Terrorist Town / Re: Mapping Q&A on: March 06, 2011, 07:15:14 PM

Could an entity be added, that adds a 2D icon with text on the HUD like the traitor button or the C4. It could, for example, show the traitors where not to walk on a mine field, or on ttt_losttemple it could show the safe pattern in the nail shooter trap, or on some map it could show the traitors where to go at a given time. For convenience, the max distance for the icon to be shown should be specify-able, so they don't clutter the screens when you're not even near it.


You could replicate this by using an env_sprite with a custom texture, however the sprite would be visible to both parties (traitors and innocents).
To find your correct render mode depending if you want this sprite to be visible through walls, have a look here:
http://developer.valvesoftware.com/wiki/Render_Modes

It doesn't seem this could fit your specific application however it would work as a way of notifying players about various dangers.
15  Other / Trouble in Terrorist Town / Re: TTT_Casino_a1 on: February 20, 2011, 09:38:51 PM
_____________________
Update As of 2/20/2011:

- Updated SVN Repository to be used as an Addon for Garry's Mod. (More efficient and less messy)
Note: You no longer need to right-click your main Garry's Mod Directory and set it as an SVN directory.
Please refer to the main post for the NEW SVN Installation Instructions
16  Other / Trouble in Terrorist Town / Re: TTT_Casino_a1 on: February 15, 2011, 08:00:28 PM
_______________________
Update As of 2/15/2011:

- Added SVN URL for Updated Materials/Models/Sounds etc.

Please refer to the first post for the SVN URL Link. Instructions are Provided.
17  Other / Trouble in Terrorist Town / Re: TTT_Casino_a1 on: February 10, 2011, 06:03:37 PM
The File location remains the same as does the name. You will not notice a significant increase in file size due to the implementation of a small model, texture and addition of ent data.
I assure you, the update has been made.
18  Other / Trouble in Terrorist Town / Re: TTT_Casino_a1 on: January 20, 2011, 10:12:15 PM
Updated Main Post with new map Link (Changelog - 1/20/2012)

19  Other / Trouble in Terrorist Town / Re: TTT_Casino_a1 on: January 20, 2011, 04:41:35 PM
My Mistake, there are 2 errors present:
1. At the top of the stairwell next to the utility box (on the right).
2. At the bottom of the stairwell nearest to the doorway (on the left).


As for these "tiny" models you are referring to, I cannot find them.
20  Other / Trouble in Terrorist Town / Re: TTT_Casino_a1 on: January 20, 2011, 03:55:57 PM
I'll go ahead and add another dozen or so spawns to compensate for larger servers.
Additionally, it has come to my attention a model has been left out at the bottom of the stairwell within the map.
I'll post a change log as well as the new download link as soon as I am able to.

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