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News: Zombie Master 2 discussion

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1  Other / Trouble in Terrorist Town / Re: How to get players to join? Help :( on: March 08, 2011, 12:22:05 AM
I thought we got past the "That guy has 3 bazzilion ping he must be the cause of our lag." phase.

Oh well, also
I'm sorry.

It was the only visible anomaly that I could come up with
2  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: March 07, 2011, 12:27:03 AM
no

edit:
To be frank, every time someone suggests more of this obsessive controlling bullshit I am more inclined to strip all logging features out just to fuck with all these admins who want to play justice and all these players who can't deal with getting shot if the bullet does not have a fucking signed release form A12.b clause C.III (also known as the "I do declare I doth spot thee pulling out yonder knife"-form) attached to it.

No, I'm not going to log who looked at your head. I'm not going to log who shot a bullet while at one point having looked at a barrel within 25 units of your person. I'm not going to log who bought a knife and then selected it in his weapon menu without pulling it out but certainly considering it anyway. I'm not going to log any more shit.

Short answer: no.

I agree. I thought the whole point of it being trouble in terrorist town was that everyone was heavily armed and had a twitchy trigger finger. People freaking out and accidentally killing the wrong people should happen, and it helps create deeper tension in the overall atmosphere of the game
3  Other / Trouble in Terrorist Town / Re: How to get players to join? Help :( on: March 07, 2011, 12:20:30 AM
I joined for a little while today, and the server seems to have a bit of a lag problem. All my actions like opening doors or going up/down ladders take a few seconds to actually happen, and my walking seems to stutter a lot. I'm not sure if this is a server issue or if it was the guy with 300 ping, but if it's a consistent issue it'll probably keep the server empty as it's very annoying to play with
4  Other / Trouble in Terrorist Town / Re: How to get players to join? Help :( on: March 05, 2011, 04:45:15 AM
I'll always support a vanilla server, what's your info?
5  Other / Trouble in Terrorist Town / Re: [Idea] Random kill fix? Jail and Hospital/Revival system on: July 03, 2010, 07:58:20 PM
It's good to see the ZM forums still carry that air of hostility that I grew to love :3
6  Other / Trouble in Terrorist Town / Re: My TTT pics (not in game screenshots) on: May 22, 2010, 11:26:09 PM
I can tell it's beginner work. Keep practicing though, you look like you have potential
7  Other / Trouble in Terrorist Town / Re: Help Please? on: March 18, 2010, 11:22:02 PM
Did you mount CSS in Gmod?
8  Other / Trouble in Terrorist Town / Re: [WIP] ttt_wintermansion on: March 16, 2010, 01:58:27 AM
You're right. We should make it so the bullets are homing so that one shot to the head is more reliable.

I wasn't complaining, haha

Deagles are unreliable?  I didn't know that one shot to the head killing people was unreliable.

Sometimes it's hard for us peons to snap our crosshairs to someone's head in a tense moment; and if you miss, you're at a severe disadvantage if the enemy is using a main weapon
9  Other / Trouble in Terrorist Town / Re: [WIP] ttt_wintermansion on: March 11, 2010, 10:51:04 PM
If you want to keep guns low, just throw in a few deagles. They're a bit more unreliable while still being pretty good
10  Other / Trouble in Terrorist Town / Re: Do you use the DNA sampler? on: March 10, 2010, 08:10:24 PM
Andy, you've pretty much elaborated why I personally don't use it. It's just a waste of time to get that confirmation.

I also posted this thread on the TDR forums and someone had a pretty neat idea there: it would be far more useful if we were able to take samples from blood spatters

I liked it the way it was before, was there a particular reason it was changed?
11  Other / Trouble in Terrorist Town / Re: [WIP] ttt_wintermansion on: March 10, 2010, 01:35:45 AM
We (meaning a group of people on the server) played it on Alters' server a few times, and it's an ok map but we have some major complaints.

1. Why are there so few main guns? It seems like there's only pistols and maybe 3 other weapons. Pistols suck and everyone hates them

2. Why does the snow hurt people? It doesn't really make sense to us

3. Also, the doors get stuck on people a lot and are a pain to open.

I personally like the layout of the mansion, though, it's pretty interesting and much more detailed than a lot of other TTT maps I've seen
12  Other / Trouble in Terrorist Town / Do you use the DNA sampler? on: March 09, 2010, 10:13:19 PM
I've noticed that since the weapon checker changed to the DNA sampler, I've never once been able to catch a traitor with it. It's just become such a hassle to use; I find it easier to judge who is more likely to be a traitor by their willingness to let me take a sample of them (or I just get my head blown off when I try to take one). I guess this change was made for balance but if it was then it's just tipped the scale in the other direction

Am I alone in thinking a previously useful tool is now pretty much useless?
13  Other / Trouble in Terrorist Town / Re: Idea for Traitors or Detictives on: March 02, 2010, 01:14:12 AM
I was thinking make a knife that sticks into the body of the victim, and then when someone goes to check it it re-animates and stabs them to death, repeating until nobody is left alive. OR you let the knife go and it flies through the air into the heart of an innocent. OR when you stab someone, they die immediately and then again at the start of the next round.
I sincerely hope people realize I'm kidding.


Or how about an untracable knife?
14  Other / Trouble in Terrorist Town / Re: Detectives: Thoughts, ideas, balance, Holmes. on: February 27, 2010, 10:49:07 PM
Except that normally when someone says that to you, you can instantly shoot them in the forehead and 9 times out of 10 it will be a traitor, if not just a dumb ass innocent who deserved it anyway. Now that detectives have been added, a lot of players who get that role like to abuse the power that comes with it and can get away with making such ridiculous demands as "drop your guns or I'll kill you" or "stay with this crowd or I'll kill you," and the rest of the innocents are expected to back him with whatever he does. Adding manacles would just add another way for detectives to fuck with people. Especially considering that most of the people who use it on you are going to forget about you or just leave you like that because it's funny.

I think you'll have to find another way to act out your BDSM fantasies, Qloos.

Someone has an issue with authority
15  Other / Trouble in Terrorist Town / Re: Idea for Traitors or Detictives on: February 27, 2010, 10:47:38 PM
Replace the no noise C4 with one that causes a decent explosion and I'd be for it
16  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 24, 2010, 10:23:33 PM
ttt_detective_min_players 8

There are some other Detective-related commands in the readme.

Thanks
17  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 24, 2010, 09:13:37 PM
Hey, the NC server is having issues with the detective. We set it to 8%, but how do we make it so the detective is not selected at all if the server population is below 8?
18  Other / Trouble in Terrorist Town / Re: CS:S content on server issues on: February 22, 2010, 11:09:42 PM
I guess Sid's just being stupid then, I'll run him through it myself and see if anything changes
19  Other / Trouble in Terrorist Town / CS:S content server issues on: February 22, 2010, 10:31:19 PM
That happens when CS:S content is not installed on the server properly.

We followed the TTT readme's instructions and the console says it's mounted properly
20  Other / Trouble in Terrorist Town / CS:S content on server issues on: February 22, 2010, 10:11:29 PM
I'm trying to set up a server with a few friends using the 2/20/10 version, and we're encountering some bizarre bugs here.
First of all, anything players throw doesn't move. Meaning that if a player throws a grenade, drops a weapon, or uses the magneto stick, the object in question just floats in the air and doesn't fall.

Second, which isn't all that important, the m16's skin has a silencer on it when it's not firing and in the world model, but it doesn't have one when firing

Third, all weapons reload instantaneously, and reloading as you fire empties entire clips instantly.

Either solutions or just a point toward where we should look would be appreciated greatly
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