Welcome, Guest. Please login or register.
Did you miss your activation email?
September 20, 2024, 12:15:48 AM
Home Help Login Register
News: Zombie Master 2 discussion

  Show Posts
Pages: [1]
1  Other / Trouble in Terrorist Town / Re: [Release] ttt_castle_2011 on: July 06, 2011, 07:30:24 PM
It's by no means a spectacular map, but there's one thing that made it an absolutely horrible map: Traps.

To my knowledge, there are two areas of the map that trap and kill you if you enter them. No warnings, no signs, no special textures, the trap areas are absolutely inconspicuous, and there doesn't seem to be any way to escape it or avoid it without already knowing about it. It kills anyone and everyone, traitor or innocent. My first time playing the map as a traitor was when I found one, walking through the underground labyrinth and getting trapped/killed. I thought someone had activated a trap, only to find out that it's an automatic event.

Why would you think this was a good idea? To just kill off players for doing nothing but exploring your map. If these traps didn't exist in the map, it might be more acceptable and even a little fun (If plain and boring) but as it currently is, there's no way I can imagine anybody wanting to play on it.
2  Other / Trouble in Terrorist Town / Re: [Picture inside] Is it possible to code a color-coded damage log? on: June 15, 2011, 02:51:40 PM
I actually agree with your point. The reliance on the damagelog takes a lot of the advanced meta-game out of the mode, but it's still a very useful tool for admins. I can't imagine how difficult it would be to track down troublemakers without it.

I think you misunderstood what I was getting at.  The way it works on the server I'm an admin on is Player A complains to me that Player B RDMed them. I always ask for an explanation of the setting and circumstance. Often I can dispel the complaint right then and there by saying "Well he clearly killed you because X" and the damage log never even has to be used, but often it's more complicated than that, and the accused party will deny having killed that person, or even deny shooting at them. In that situation the log is necessary to get to the bottom of things, and it's usually a pretty unpleasant process to scan through the whole log looking for Player B's name just to check to see if he did, in fact, attack Player A and address the situation.

I don't think it's something that should be used 100% of the time, but sometimes it's necessary if you want to be able to moderate the troublemakers on a server.


Urgrain, thanks a lot for the helpful insight. I'm not sure if this is a project that I'll be able to pull off, but I definitely appreciate the insight to the process.
3  Other / Trouble in Terrorist Town / Re: [Picture inside] Is it possible to code a color-coded damage log? on: June 13, 2011, 01:47:48 PM
You would have to replace the current damage log system with something a lot more complex, because console messages sent from the server can't be coloured. The client has to do that.


So it is possible? Is it something that would be extremely complex? Can that modification be done on an individual server, or is it something that has to be done within the game's base-code, such as a new version release? (I don't do a lot of game modification, so I'm not 100% sure how it works.)

I apologize for all the obnoxious questions, I'm asking them on behalf of the server I frequent, and while I'm willing to help them do this stuff, I don't actually have much knowledge or experience with coding things.

Not to mention, saving logs wouldn't show the color-coded damage.


If you're saving the log then you're not pressed for time when looking through it. Most of the work I do in the damagelog has to be done quickly, in-between rounds, and that's what this idea is intended for. Being able to seek out RDM and read the damagelog at a glance without having to scan the entire document for every little thing would be invaluable.
4  Other / Trouble in Terrorist Town / [Picture inside] Is it possible to code a color-coded damage log? on: June 10, 2011, 04:05:52 AM


Is it possible to accomplish that kind of damage log? Can you imagine how helpful it would be?

(Red lines are RDM, orange lines are kills, class-colors are self explanatory)
5  Other / Trouble in Terrorist Town / Re: How does one go about replacing skins? on: January 10, 2011, 10:23:09 PM
I think that'll be plenty adequate, thanks so much for your help. I looked all over for how to do this and just couldn't find any detailed information on it.
6  Other / Trouble in Terrorist Town / Re: How does one go about replacing skins? on: January 10, 2011, 09:31:31 AM
The deagle ammo and rifle ammo use the same texture. You cannot replace one and keep the other. The only way to get around that is to modify the Lua script of the deagle ammo, but that has to be done serverside.


I don't think that will be much of an issue, I'm in cahoots with the coder for our server, and we've been working together on several improvements lately. He's plenty competent with Lua, but I'm not sure if he knows what would need to be done to achieve this. Would you mind elaborating (or at least pointing me the direction of a decent "how-to"), just in case? It sounds pretty simple, but you can never be too prepared, right?
7  Other / Trouble in Terrorist Town / Re: How does one go about replacing skins? on: January 10, 2011, 04:19:54 AM
The sniper ammo texture is /garrysmod/materials/models/items/boxart1.vtf

This is a HL2 texture and gmod loads it from a GCF. Placing a custom texture at the above location will override it.
Have not heard any reports of problems with the M16.
This will not work.


Thanks a lot, Urgrain. I really appreciate the straightforward reply.

What about the Deagle ammo? I had heard that the red recolor of the .357 ammo box is a lua script. Do you know how I would go about removing it? (I assume the red deagle box isn't exclusive to the server I play on, anyway.)

Edit: Come to think of it, would adding this new skin as "boxart1" just replace the .357 box? Because I want to keep the .357 box AND add a rifle ammo box, I don't want to simply replace it (Because then the Deagle would just be using rifle ammo)

If I could get a little more in-depth help with how I would go about adding this new skin without replacing the previous one, I would be really thankful. (I've already got a little experience with hexxing and such. I figure I would just need to figure out how to modify a little code to associate rifle's ammo with the new rifle skin)
8  Other / Trouble in Terrorist Town / Re: Detective Upgrade Idea- Killswitch on: January 09, 2011, 06:00:45 AM
You guys are taking this thing to absurd heights.

Is it overpowered? Sure. But likening it to an "auto-win" button? It's like I'm talking to kindergarteners.

Consider the fact that one would have to find out who the traitor was before tagging them, then detonating them.

While I think forcing traitors to cover their tracks better is a GREAT thing, this is useless. If you know who a traitor is, call them out as detective and shoot them. It would be significantly less efficient to pretend not to know they were "it" only so you could tag them and blow them up later.

In fact, having said that, it's not even overpowered, it's just pointless, but with a little thought, it could be converted to a pretty interested Traitor weapon.

Tagging an unsuspecting innocent (Maybe with an added difficulty somehow, like having to hold the button down on them for a few seconds. Something that can prove quite difficult with most innocents) and detonating them later when they're in a cluster to take out several innocents at once? Sounds like a pretty cool weapon.

It would just need to be tested and tweaked adequately.
9  Other / Trouble in Terrorist Town / How does one go about replacing skins? on: January 09, 2011, 03:31:12 AM
I've noticed the default skins for the Rifle ammo and Deagle ammo is the .357 ammo box, and a red recolor of the same box respectively.

I've made a new skin for rifle ammo, but I don't know what file to replace here, or where it's located.

I don't have any experience with stuff like this, at least not much. Does anyone have any links to a good tutorial for this? I figured they wouldn't be located in the .gcf files since one being used is a recolor, but I really don't know.

Help?
10  Other / Trouble in Terrorist Town / Re: [NNJG] Trouble In Terrorist Town on: January 07, 2011, 08:31:23 PM
I proposed to my TTT server that we try to implement the ability for individuals to choose a player-model, rather than everyone playing as the same terrorist.

It was universally shot down, as everyone understands that things like that (Anything that sets you apart from other players) negatively affect the balance of the game-mode.

And they're right. Having masks, hats, anything like that is a bad idea because of how it affects the game.

It's not a problem for TF2 because the gameplay doesn't revolve around identifying and calling out individual players the same way TTT does (For the record though, hats absolutely bastardized and ruined TF2 for me. Sure, they don't directly affect gameplay, but you can puke on a facemask and it won't affect its usability, but that doesn't mean I'll enjoy using it.)
11  Other / Trouble in Terrorist Town / Weapon Fast Switch isn't working... on: January 06, 2011, 09:44:45 PM
I've quadrouple checked to make sure I have it activated in the options menu (I do.) and I'm even using a script that binds ttt_quickslot x to keys, and it auto-switches to the weapon name, sure, but I still have to click in order to select it.

Is there something I'm missing? Shouldn't that be out of the picture at this point?
12  Other / Trouble in Terrorist Town / I've got a couple ideas for the game... on: October 27, 2010, 03:55:14 PM
The first is actually an issue that I find to be pretty annoying. You can't read a player's name unless you're very precise and land your cursor on them. If they're moving, no matter what distance, it makes it extremely difficult to read their name. I'm sure this is, to an extent, intended for gameplay, so it makes it more difficult to identify any traitors on-the-fly, but suppose if another player is within a certain range, their name will hover above their head?

The second is just a weapon idea. A poison that other players can't see you equip (Maybe you look unarmed when you have it equipped) that will do small increments of damage, like fire, BUT, there's a delay. So you can hit your target with it, hang around, escape, whatever, before he even knows he's been poisoned.

Thinking about it now, it sounds pretty overpowered. Suppose it costs two credits, and only does 90% damage, so it isn't a guaranteed kill.

Lastly, a traitor/detective preference system might be pretty cool. You can set up a preference, so if you prefer to be a detective, the game might be more inclined to choose you if nobody else has the preference set. Likewise with traitor (Though it seems likely that everyone would prefer being a traitor.)

Obviously, it would be privately marked, otherwise it would affect the metagame.
Pages: [1]


Login with username, password and session length

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Page created in 0.011 seconds with 19 queries.