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

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1  Other / Trouble in Terrorist Town / Re: Garrysmod occasionally crash when I become a traitor on: March 14, 2011, 08:04:29 PM
Isn't that an issue with your computer, not TTT?

Read his post. It's not happening only to him, but also to people playing on his server.
2  Other / Trouble in Terrorist Town / German Language Pack on: December 17, 2010, 06:17:04 PM
Enjoy!

Unrar to garrysmod/garrysmod/gamemodes/terrortown/gamemode/lang.
3  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 17, 2010, 06:06:38 PM
No, German is not on the list, even though he downloaded the cache.

And it works perfectly for me.

Are missing languages automatically downloaded and used if they're the default server language and on FastDL?
4  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 17, 2010, 05:55:30 PM
There's a small problem:
I installed a German translation on our server, put the cache into FastDL,  did all the stuff one needs to do. I also set the server default language to German.
However, no matter what we've tried, it stays English on his game. He set his language setting to "Server Default", but that did nothing.
5  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 17, 2010, 03:20:00 PM
Alright, thanks. Works like a charm, also with Umlauts after your workaround. :D

Edit: There is an issue I have been encountering. Say I set my language to German on a server which supports German. If I leave and join a server without the German language, tons of Lua errors appear and the UI is just empty, without any text. Also, there is an error message saying "could not find language pack: german".
Because the settings menu is completely empty without any buttons, I have to rejoin the former server, set the language to auto and join the latter again.
6  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 17, 2010, 03:12:16 PM
What is the cvar to set the server's default language?

Great work, by the way. This will really help our server out. You're awesome.  :D :D
7  Other / Trouble in Terrorist Town / Re: no gamemode errors on: November 25, 2010, 07:26:47 PM
(is it cos i have cracked steam)

There's not enough floor to roll for how hard I am laughing right now.
8  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 25, 2010, 06:17:35 PM
Well, thanks for looking into it, BKU. You're probably right about the translation stuff.
However, if you could think about this:
It would also be just perfect if you moved the strings to a seperate file which is not being replaced every update, except if something new shows up.
Without any language menu, without seperate language files.
Or, heck, it also would help to just move the strings to the beginning of the corresponding files so they're at one place.
Our German server is not running too good, mostly because people come in who don't understand the game and don't have enough patience to wait until the end of the round. Unfortunately, English is not something every german learns. A possibility to translate TTT a little bit easier would help a lot.
9  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 22, 2010, 12:59:25 AM
Are you planning for any more translatable versions of TTT?
I'm running a German TTT server and wanted to translate v17 (which I did), only to find out everything was back to English when I updated to v18.
Versions keep shooting out of the ground and I don't think it's feasible to search for every string in every file and translate it every time a new version is released.
10  Other / Trouble in Terrorist Town / Possible new Traitor Equipment on: October 07, 2010, 05:36:33 PM
Now that the knife got nerfed, I thought of something that could possibly be added to the game to help traitors a bit.
How about some kind of radar which shows if you can be seen by another player at the moment? It would cost 1 credit, then display a text above the healthbar. Based on the situation, it could say "You can be seen by a player" or "nobody sees you". When you kill someone, the radar disappears and you have to buy a new one to continue using it.
It would help avoiding situations in which you were perfectly sure you could kill someone unseen and then another player is right behind you.
11  Other / Trouble in Terrorist Town / Re: Knife "nerf"... on: October 04, 2010, 07:29:11 PM
Perhaps something to help drill down to what could be changed: even if the knife no longer caused unavoidable deaths, deagle/rifle headshots still would. Walk up to someone and blam, versus walk up to someone and stab. What makes the first kind less bad than the stabs?

The noise? Then perhaps there should be a death scream for the knife. Any other factors?


What about that? Why did you HAVE to nerf the knife to that extent?
Simply add a loud, distinguishable death scream, and bam, no need to nerf the knife anymore.

Edit: At least make the knife changes optional (serverside, of course), kind of like you did with the strict karma system.
12  Other / Trouble in Terrorist Town / First german TTT server - [GER] 24/7 TTT - by Irre-Clan || *VANILLA* on: September 25, 2010, 04:30:09 PM


Hello there!
We, a german fun clan, have created the first german TTT server. It's vanilla, without any Jihad bombs or special traitor/detective equipment.
We created it because we noticed that there is no german TTT server yet. German people who could not speak english practically had no opportunity to play TTT.
If you wish to join our clan, add me on steam. Our page isn't ready yet. My name is grownuplawolf.
13  Other / Trouble in Terrorist Town / Re: TTT Favourite Maps on: September 25, 2010, 03:07:34 PM
ttt_lost_temple_b2
14  Other / Trouble in Terrorist Town / Re: Knife "nerf"... on: September 25, 2010, 12:20:23 PM
You see, especially in rounds with many, many players, traitors just need some kind of advantage. If there are 21 innocents and 5 traitors, killing all the innocents is a pretty hard job. The knife provides some kind of balance to that. If every traitor buys a knife and kills an innocent with it (which is not going to happen in 80% of the cases), there are 16 left (which is much easier). Also, knifing leaves DNA, which can (of course) be used to identify the traitor who knifed the body.
I'd be fine if facestabbing would play a distinctive sound, but please don't remove it.

A knife is additionally a perfect sign for someone to be a traitor (if that guy didn't kill a traitor before). If the knife is nerfed, it'll be harder for traitors to kill with the knife and much, much easier for innocents to identify a traitor.
Assuming the "two stabs needed" method:
Let's say you get stabbed, turn around, see the traitor's name, back off and shout out his name. You still might get killed, but now everybody knows who the traitor is.
That would cause traitors not to buy the knife. And in that case, you can remove it as well. And in THAT case, traitors are having a hard time to kill those innocents again.

Edit: I could perfectly imagine a TF2 approach. If you knife someone in the back, he is instantly killed without a sound. If you knife someone in the face, he loses... say, 60HP.
15  Other / Trouble in Terrorist Town / Re: New Class Idea: The Operative on: August 25, 2010, 02:33:47 PM
Alright, alright, I get it. My idea's crap, and I should go die in hell.
I thought this community is different than the TF2 one in the Steam forums,
I was wrong.
16  Other / Trouble in Terrorist Town / Re: New Class Idea: The Loner on: August 15, 2010, 03:13:40 PM
Wow, people, your argumentation is the most solid one I've ever seen and it does not leave any room for questions.

Well, there's one little, tiny thing.
You could tell me why it's "incredibly stupid".
17  Other / Trouble in Terrorist Town / New Class Idea: The Loner on: August 15, 2010, 02:33:33 PM
The Loner
I thought of this a while ago and I think it would add a lot to the suspense in TTT.
Basically, the Loner is a fourth class besides Traitor, Innocent and Detective. The Loner is always limited to one player, no matter how many players there are. I guess a good number of players for him to appear is 6.
The goal of the Loner is to kill every other player until there is only one left. If he manages to do that, he wins the round (and has some epic skillz).
The Loner appears as traitor to other traitors and looks like a normal innocent to other innocents and detectives. He has access to traitor equipment, but he never leaves DNA on his victims. He can also buy a knife twice. Whenever traitors or detectives gain a credit, he also gains one, so if the innocents kill two traitors and the detective gets a reward, he also gets one. Then, when that detective is killed and the traitors gain a reward, he also gains one. His job is pretty hard, so I think he should have some advantages.
The Loner can also use the traitor-only voice chat to lure his victims into traps or something like that. He counts as a traitor, so if he kills every normal traitor, the round doesn't end until he is also killed. However, if the traitors kill every single innocent, the round also doesn't end until the Loner is found and executed.

What do you think about it?
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