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Zombie Master
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Trouble in Terrorist Town
| Topic:
Garry's Mod 13
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Topic: Garry's Mod 13 (Read 45047 times)
Anonymous
Poster
Posts: 126
«
on:
February 18, 2012, 11:11:29 PM »
Hey,
I just got a Beta Key today and I am wondering how the compatability is for Gmod 13 with TTT at the moment :/
Thanks :)
Quote from: Bad King Urgrain on August 06, 2010, 09:21:51 AM
I DO NOT HAVE A MOTHERFUCKING SERVER.
Shifty Pete
Poster
Posts: 74
Shifty_Pete.exe
«
Reply #1 on:
February 18, 2012, 11:26:35 PM »
It's non-existent.
http://www.steamcommunity.com/id/shifty_pete
sniperduck
Poster
Posts: 178
|:NxS:| Staff! :D
«
Reply #2 on:
February 19, 2012, 12:16:36 AM »
Quote from: Shifty Pete on February 18, 2012, 11:26:35 PM
It's non-existent.
Overtime these forums have made me an asshole. ;D (TTT subforum)
|:NxS:| Custom TTT Server: source.nxs-gaming.com:27016
|:NxS:| Vanilla TTT Server: source.nxs-gaming.com:27016
|:NxS:| Fretta: <COMING SOON>
Senor Penguino
Poster
Posts: 6
«
Reply #3 on:
February 19, 2012, 05:18:39 AM »
Does that mean TTT won't be in Gmod 13?
Mr. Gash
Poster
Posts: 382
www.nonerdsjustgeeks.com
«
Reply #4 on:
February 19, 2012, 05:39:40 AM »
Quote from: Senor Penguino on February 19, 2012, 05:18:39 AM
Does that mean TTT won't be in Gmod 13?
It means BKU will fix it when he wants to, it seems the beta is still in the early stages, so I doubt he'll be doing anything yet.
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #5 on:
February 19, 2012, 08:33:52 AM »
I have a bunch of issues fixed, actually, mainly the obvious things like menus that are broken. There are one or two things that I have to investigate, problems TTT had a workaround for that garry says he has fixed. Beyond that there are probably a load of issues I don't know about.
Last time I checked, the beta still had obvious things broken, like every dropdown in the game (even the one that lets you select the gamemode). So I haven't been in much of a hurry.
If there are sufficient beta keys out there now for someone (not me) to run a testing server, I could post a GM13 testing version of TTT.
Handy_man
Poster
Posts: 308
SNG community admin
«
Reply #6 on:
February 19, 2012, 12:48:49 PM »
I could run a gmod13 testing server for TTT to see whats up.
[b]
Sky-netgaming.com
Anonymous
Poster
Posts: 126
«
Reply #7 on:
February 21, 2012, 04:44:39 PM »
I could probably get one up. But Im mainly working on my SWEPs
Quote from: Bad King Urgrain on August 06, 2010, 09:21:51 AM
I DO NOT HAVE A MOTHERFUCKING SERVER.
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #8 on:
February 21, 2012, 07:00:17 PM »
I've gone over the beta updates that happened since I last brought TTT up to date with it, and there's a few things that need fixing (file library has changed a lot, etc). If all goes well I'll probably post a GM13 testing build this weekend or something.
Anonymous
Poster
Posts: 126
«
Reply #9 on:
February 21, 2012, 07:18:07 PM »
Be great BKU, I really want to get all my shit sorted for the release.
Quote from: Bad King Urgrain on August 06, 2010, 09:21:51 AM
I DO NOT HAVE A MOTHERFUCKING SERVER.
sniperduck
Poster
Posts: 178
|:NxS:| Staff! :D
«
Reply #10 on:
February 21, 2012, 07:49:39 PM »
Quote from: Bad King Urgrain on February 21, 2012, 07:00:17 PM
I've gone over the beta updates that happened since I last brought TTT up to date with it, and there's a few things that need fixing (file library has changed a lot, etc). If all goes well I'll probably post a GM13 testing build this weekend or something.
Sweeeeeeet. Thanks BKU!
Overtime these forums have made me an asshole. ;D (TTT subforum)
|:NxS:| Custom TTT Server: source.nxs-gaming.com:27016
|:NxS:| Vanilla TTT Server: source.nxs-gaming.com:27016
|:NxS:| Fretta: <COMING SOON>
Persious
Poster
Posts: 1
«
Reply #11 on:
February 21, 2012, 09:52:17 PM »
Regarding to GMod 13, do you have a global int to get the current round?
Nexus Gaming - Admin
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #12 on:
February 25, 2012, 03:27:54 PM »
Probably no test release this weekend, the newer beta updates have broken more than I'd hoped. Have to go over all the fonts, all the menus, etc.
Another thing: the beta fixes a long standing bug in gmod with how damage to players was handled. TTT worked around it, but now that it's fixed weapon damage numbers need adjusting to make them match the current situation. I could go through all the guns in the old/current version myself and check the in-game damage, but that would take quite a bit of time. So I figured, perhaps an active player knows these by heart.
Does someone here know the damage on bodyshots (and headshots, but mainly body) for some of the guns in the current TTT?
sniperduck
Poster
Posts: 178
|:NxS:| Staff! :D
«
Reply #13 on:
February 25, 2012, 04:26:22 PM »
Crowbar: 20 body, 20 head
Pistol: 25 body, 68 head
Shotgun: 11base -- from code,headshot multiplier is by distance
Sniper: 50 body, 200 body
Deagle: 37 body, 148 head
Mac10: 7 body, 14 head
m16: 23base -- from code
Glock: 10 base, 1.75x headshot -- form code
«
Last Edit: February 25, 2012, 04:45:08 PM by sniperduck
»
Overtime these forums have made me an asshole. ;D (TTT subforum)
|:NxS:| Custom TTT Server: source.nxs-gaming.com:27016
|:NxS:| Vanilla TTT Server: source.nxs-gaming.com:27016
|:NxS:| Fretta: <COMING SOON>
Tommynator
Poster
Posts: 173
Tommynator is a traitor!
«
Reply #14 on:
February 25, 2012, 06:20:28 PM »
HUGE : 11 body
By the way, the vizualiser is broken on the beta. I fixed it by constantly calling Entity:ClearPoseParameters() on the ClientSideModel of the effect, just so you know (if you still didn't fix it).
«
Last Edit: February 25, 2012, 06:24:31 PM by Tommynator
»
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #15 on:
February 25, 2012, 08:18:55 PM »
Nice, looks like the weapon damage should be easy to fix.
And I had noticed the visualizer has pose parameter issues, but haven't looked closely yet. It's on my list, but the interface issues with fonts and menu layouts are above it. I'll keep the clearing thing in mind.
Just in case: have you also seen the weird behaviour of certain fonts? Being the wrong size and sometimes switching between sizes depending on what other fonts are on screen, very odd. Almost seems like a GM13 bug.
Tommynator
Poster
Posts: 173
Tommynator is a traitor!
«
Reply #16 on:
February 25, 2012, 09:30:55 PM »
No, I didn't see anything like that. Maybe using
gm_clearfont
command would fix it.
moarx
Poster
Posts: 40
«
Reply #17 on:
March 01, 2012, 09:25:05 PM »
Quote from: sniperduck on February 25, 2012, 04:26:22 PM
Crowbar: 20 body, 20 head
Pistol: 25 body, 68 head
Shotgun: 11base -- from code,headshot multiplier is by distance
Sniper: 50 body, 200 body
Deagle: 37 body, 148 head
Mac10: 7 body, 14 head
m16: 23base -- from code
Glock: 10 base, 1.75x headshot -- form code
Mac10 Headshots are 30 damage, not 14. Bodyshots seem to vary depending on location for all guns (though I'm pretty sure you know that).
M16 Headshots are 62 and HUGE headshots are 24.
«
Last Edit: March 01, 2012, 09:52:40 PM by moarx
»
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #18 on:
March 02, 2012, 06:57:35 PM »
When I say body I mean torso. Torso hits deal the base damage, unmodified, whereas arm/leg shots do less and of course headshots do more.
Tommynator
Poster
Posts: 173
Tommynator is a traitor!
«
Reply #19 on:
March 03, 2012, 07:10:05 PM »
http://garrysmod.com/
Quote
Bug fixes
Lots of bug fixes. Servers should now be visible in the server browser. The mac version should work properly.
The fonts issue should be solved
. The workshop subscription GUI should disappear if you don’t have any subscriptions.
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Trouble in Terrorist Town
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