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Zombie Master
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Trouble in Terrorist Town
| Topic:
Trouble in Terrorist Town - a GMod gamemode
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Topic: Trouble in Terrorist Town - a GMod gamemode (Read 1721564 times)
FF|NedStar
Poster
Posts: 1045
Look into my eyes.
«
Reply #140 on:
September 17, 2009, 08:15:53 PM »
Quote from: theGreenBunny on September 17, 2009, 07:02:18 PM
As far as I understand he fixed it on his server. I assumed it was by disabling fastdl or something. I hadn't considered that other servers might be suffering from the same issue.
So a non-sarcastic thanks here as well for looking into it more.
Excuse me on that one.
Furthermore, I haven't had any more reports of broken huds. So I suppose uploading the cache should do the trick.
Quote from: Autist on
You're so buttmad faggot an admin who rdms and ghosts and lets his friends aimbot what a classy faggot, thank god half your server consists of asslickers otherwise nobody would play on your shitty server.
muffin man XD
Guest
«
Reply #141 on:
September 17, 2009, 08:18:24 PM »
So no chance of a higher contrast scoreboard?
OctaneHugo
Build Tester
Posts: 7668
hey, prince, you need a shave
«
Reply #142 on:
September 17, 2009, 08:43:05 PM »
TGB you rock. Now I have more motivation to make a total shit TTT map!
Quote from: Marphy Black on February 20, 2012, 02:16:00 AM
It's basically just like keeping your baby teeth when they fall out, except its a foot.
Marphy Black
The Best Forum Member
Posts: 3483
Let's go kick some civilian ass!
«
Reply #143 on:
September 17, 2009, 08:54:23 PM »
Have any adjustments been made to the fall damage within the last three days? There's no mention in the updates, but it was brought up just a few days ago.
"
You are what I eat,
So much flesh, so much meat...
"
http://steamcommunity.com/id/Revenant100
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #144 on:
September 17, 2009, 08:59:14 PM »
Quote from: Marphy Black on September 17, 2009, 08:54:23 PM
Have any adjustments been made to the fall damage within the last three days? There's no mention in the updates, but it was brought up just a few days ago.
Yeah, the minimum distance (more accurately: falling speed required) is quite a bit higher now than it used to be. I forgot to add it to this version's patch notes. Fixed now.
«
Last Edit: September 17, 2009, 09:00:29 PM by theGreenBunny
»
Erscheinung
Poster
Posts: 685
«
Reply #145 on:
September 18, 2009, 12:16:40 AM »
TGB, could I get you to update your original post with my servers new IP? 64.120.126.130:27035 - Thanks
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #146 on:
September 18, 2009, 07:12:54 AM »
Done.
Another thing for the OP: I know a couple of maps on the servers aren't in there yet. In fact I don't have some of them myself. Anyone know the exact names of these maps, so I can dig up links?
worbat
Santaman
Posts: 13027
Fnar Fnar Fnar
«
Reply #147 on:
September 18, 2009, 07:20:23 AM »
zm_downtown rc1
ttt_thething a2
ttt_canyon a1
zm_countrytrain
dm_riches_apt2
Shadow: Ben's secret name is ben
my god
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #148 on:
September 18, 2009, 08:49:28 AM »
Quote from: worbat on September 18, 2009, 07:20:23 AM
dm_riches_apt2
I can only find dm_riches_apt.bsp which is the version available at
the mapper's site
, and a dm_riches_apt2beta.bsp at hlfiles.
FF|NedStar
Poster
Posts: 1045
Look into my eyes.
«
Reply #149 on:
September 18, 2009, 03:45:12 PM »
http://www.theicecave.net/zm/maps/TTT_thething_a2.bsp
http://www.theicecave.net/zm/maps/zm_downtown_v1.bsp
http://www.theicecave.net/zm/maps/ttt_canyon_a1.bsp
Note. Richs also needs some sounds and textures.
http://www.theicecave.net/zm/maps/dm_richs_apt2beta.bsp
Note, b4. I assume its the same but with b4 removed or I've missed out on something. Also bzip rather then bsp.
http://www.theicecave.net/zm/maps/zm_countrytrain_b4.bsp.bz2
Noted most of them are already on the OP.
«
Last Edit: September 18, 2009, 03:49:09 PM by FF|NedStar
»
Quote from: Autist on
You're so buttmad faggot an admin who rdms and ghosts and lets his friends aimbot what a classy faggot, thank god half your server consists of asslickers otherwise nobody would play on your shitty server.
JossiRossi
Build Tester
Posts: 2351
Now touching you ever so slightly less.
«
Reply #150 on:
September 18, 2009, 04:47:00 PM »
In case people miss it I've update ttt_canyon to a2. You can find the info in the thread.
And the download is here: http://www.filefront.com/14555933/ttt_canyon_a2.zip
Get off my lawn you rotten kids!
Quote from: Shambie on
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.
Indy Game News: Thanks For Playing.
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #151 on:
September 18, 2009, 08:00:08 PM »
New version:
- Fixed ttt_spectators_hear_living server convar, setting it to 1 will now let spectators hear living player's voicechat, as intended.
Server admins:
if you set it to 0 as a temporary bugfix, you may now want to set it back to 1.
- Ragdolls are now much, much easier to move.
- Made traitorchat prettier
- Made scoreboard darker as per many requests, and it now indicates traitor state too (because I happened to be in the neighbourhood).
- Fixed crowbar swing sound not playing for your own swings
- Scoring changes: traitors get fewer points for surviving teammates, teamkill penalties have gone up again. The team bonus made scores get really high despite TKs. Current situation:
Traitors: 1pt for each innocent killed, -10pt for each traitor killed
Traitor team bonus: 1 point for each traitor alive, 1 point for each innocent dead
Innos: 4pt for each traitor killed, -6pt for each innocent killed
Innocent team bonus: 1 point for each innocent alive
- Made sure player ragdolls are removed at the start of a new round. Not sure if this fixes the issue of ragdolls hanging around completely because I couldn't reproduce it in the first place.
Trouble in Terrorist Town v180909
Requests I looked at but could not fulfil:
- CountryTrain's gas station fire not showing: zm_countrytrain's usage of env_fire_large is weird and strange because that entity does not even exist outside L4D or something. You'll just have to watch out when entering the gas station.
- Interrupted chat send on death: not currently possible due to technical reasons. Maybe I can revisit it if/when body discovery finds it way in, but even then it may not be possible.
Rotinaj
Build Tester
Posts: 5107
the brave
«
Reply #152 on:
September 18, 2009, 08:07:43 PM »
Why penalize traitors for killing other traitors?
Waper
Build Tester
Posts: 4877
«
Reply #153 on:
September 18, 2009, 08:20:14 PM »
Quote from: Rotinaj on September 18, 2009, 08:07:43 PM
Why penalize traitors for killing other traitors?
because ajunk is a douche
Radscorpions? What's so rad about them?
Kiwiâ„¢
Build Tester
Posts: 2398
Trendy and Dry
«
Reply #154 on:
September 18, 2009, 08:22:27 PM »
Quote from: Rotinaj on September 18, 2009, 08:07:43 PM
Why penalize traitors for killing other traitors?
Because while it can be used to gain the trust of innocents, it's unfair in that a traitor is taking away another traitor's turn.
Quote
Worbat: You killing me constantly was so frustrating, I quit in disgust.
Quote
[16:47] Jeff: British is not an ancestry. Britain is an accident of noble marriages, pregnancies, and deaths.
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #155 on:
September 18, 2009, 08:26:20 PM »
Quote from: Rotinaj on September 18, 2009, 08:07:43 PM
Why penalize traitors for killing other traitors?
Guy A, B and C are traitors. A is an asshole, and shoots B and C ASAP to "prove his innocence". Round is now kinda ruined, especially for B and C.
In the scenario where a traitor kill is a tactic employed by the traitors, -10 is not the end of the world if they manage to kill all innocents because of it. I would prefer if it did not become the go-to traitor tactic though. It is their goal to survive as much as it is the innocents' goal. Hence the penalty/risk involved with a traitor TK.
Basically what Kiwi said.
OctaneHugo
Build Tester
Posts: 7668
hey, prince, you need a shave
«
Reply #156 on:
September 18, 2009, 08:30:13 PM »
I think it should be less harsh, since it is a viable strategy. Maybe only -2.
Quote from: Marphy Black on February 20, 2012, 02:16:00 AM
It's basically just like keeping your baby teeth when they fall out, except its a foot.
Kiwiâ„¢
Build Tester
Posts: 2398
Trendy and Dry
«
Reply #157 on:
September 18, 2009, 08:32:56 PM »
Kiwi would say make it the same cost as maybe 2 or 3 innocent kills (though this depends on how much they're worth)
Quote
Worbat: You killing me constantly was so frustrating, I quit in disgust.
Quote
[16:47] Jeff: British is not an ancestry. Britain is an accident of noble marriages, pregnancies, and deaths.
Rotinaj
Build Tester
Posts: 5107
the brave
«
Reply #158 on:
September 18, 2009, 08:33:33 PM »
It's really all-or-nothing here Octane. I still think person A is only hindering himself in that situation, but I understand your reasoning.
OctaneHugo
Build Tester
Posts: 7668
hey, prince, you need a shave
«
Reply #159 on:
September 18, 2009, 09:06:24 PM »
Well Person A is a moron. If you're going to do that, you do it because you're desperate when there's still multiple traitors left, agree with someone else to pull it off, or accidentally. And you only kill 1 traitor, never more.
Quote from: Marphy Black on February 20, 2012, 02:16:00 AM
It's basically just like keeping your baby teeth when they fall out, except its a foot.
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Trouble in Terrorist Town
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