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News: Zombie Master 2 discussion

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1  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: May 31, 2011, 05:51:50 PM
What are the restrictions on modifying TTT code?

What about redistributing the modified code?

Is the code under any license?
2  Other / Trouble in Terrorist Town / Re: I know how to win the TTT meta-overworld-game!!!! on: July 17, 2010, 10:47:54 PM
The group name of his ban was "Steam Community Group Ban (dasdwasdwa) Hackers" So you may all be banned because of ZM groups yet Slix is banned for being friends with someone in a non ZM group.


What? I'm not banned from ConvictGaming.
3  Other / Trouble in Terrorist Town / Re: I know how to win the TTT meta-overworld-game!!!! on: July 15, 2010, 10:02:02 PM
Ouch, that sucks.

There's actually a popular video on Youtube that shows this happening. http://www.youtube.com/watch?v=_5NSB2iSQqc He kills a /lot/ of people as traitor, but he accidentally kills his own teammate. Afterwards, everyone accuses him of aimbotting.
4  Other / Trouble in Terrorist Town / Re: Positional Voice on: July 06, 2010, 02:15:30 AM
a href="http://www.garrysmod.org/downloads/?a=view&id=60568">You mean something like this? (link)


No, http://www.zombiemaster.org/smf/index.php?topic=9303.msg386668#msg386668 <-- There was a recent TiTT update that added positional voice.
5  Other / Trouble in Terrorist Town / Positional Voice on: July 06, 2010, 02:07:00 AM
Has anyone tried positional voice in TiTT yet? I bet it really changes the gameplay, and I'd like to see how different the game is with it on. I haven't found any servers that have it on.
6  Other / Trouble in Terrorist Town / Re: TTT is the only game that you can map while you play an active game :D on: June 29, 2010, 05:32:09 PM
Haha. That had to be a pretty funny situation.
7  Other / Trouble in Terrorist Town / Re: [FIX] Mute Innocents Only on: June 29, 2010, 04:57:44 PM
For now I'd like to wait and see how gmod's upcoming positional voice feature turns out. It could reduce voicechat clutter massively, and will generally change things up in that area.


Oh, interesting! Are you planning on making positional voice the only way to use voicechat (but traitors still have traitor chat?)
8  Other / Trouble in Terrorist Town / Re: In hammer I get ERROR instead of weapon models on: June 29, 2010, 04:18:22 AM
All of the weapons are Counterstrike: Source based. If Hammer doesn't find the CS:S models, they would show up as errors.

I'm not sure about how to set up hammer. This was mentioned in the Mapping Q&A: http://www.zombiemaster.org/smf/index.php?topic=9293.msg367290#msg367290 ; I hope it helps!
9  Other / Trouble in Terrorist Town / Re: [Idea] Whispering or some kind of proximity based voice chat. on: June 29, 2010, 04:02:28 AM
@Slix

Then in a sense, technically we'd always be hearing somebody when they're across the map, just at a volume of zero, or .01?


Yes, that's a small issue. The other ones are the hud notifications of speaking on the top-left and the voice icons above people's heads. I think a forced cutoff at a certain distance when voice is already inaudible could work, which means that the server wouldn't even notify the player that someone on the other side of the map is speaking. However, this means that audio icons wouldn't show up until a player gets within range. (It also means that it would be harder for someone to hack into their client and extract voice data.)
10  Other / Trouble in Terrorist Town / Re: [Idea] Random kill fix? Jail and Hospital/Revival system on: June 29, 2010, 03:51:08 AM
Idea #2 is flawed unless a traitor killed by an innocent also gets to be rescued from death. Otherwise, it can act as definite proof that someone is innocent.

Idea #1 is what the Karma system is supposed to be. You don't do as much damage the next round. If I got jailed, I'd just leave the server. Plus, there are some legit reasons to kill innocents. What if that innocent just killed a detective (as RDM or something)? Obviously everyone should retaliate, but your system doesn't give any reduced punishment if there was a legit reason to kill an innocent (because he just killed someone!)
11  Other / Trouble in Terrorist Town / Re: [Idea] Whispering or some kind of proximity based voice chat. on: June 29, 2010, 12:13:21 AM
Good news, buddies, gmod dev person AzuiSleet has added locational voicechat stuff to gmod.

No information yet on exactly how it works, if servers can force it on, configure the range, and other such things.


It's going to be controlled in the LUA PlayerCanHearPlayersVoice hook. Right now it returns a boolean indicating whether Listener should hear Talker, but if this modification is added to Gmod, it will probably also return a boolean indicating whether you want the listener to hear it as positional.

It's that simple because the Source engine already supports positional voice and it's enabled almost exactly like this in the C++ source code. :P However, range can't really be controlled. From what I can tell, positional voice works just like normal Source sounds do, but there doesn't seem to be any way of controlling voice volume or how far it travels. :(

http://twitter.com/FacepunchBot/status/17229673877
12  Other / Trouble in Terrorist Town / Re: Mapping Q&A on: June 23, 2010, 10:51:08 PM
Instead of all of these weird !activator checks and stuff, is it possible to make a filter entity? I don't know if that's possible with Gmod's LUA scripting.
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