Welcome, Guest. Please login or register.
Did you miss your activation email?
September 20, 2024, 02:56:26 AM
Home Help Login Register
News: Zombie Master 2 discussion

Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode
Pages: 1 ... 132 133 134 [135] 136 137 138 ... 232
Author Topic: Trouble in Terrorist Town - a GMod gamemode  (Read 1702657 times)
JoTheShmo
Poster

Posts: 214



« Reply #2680 on: May 04, 2010, 10:05:31 PM »

looks like Update is rolling out now.

http://www.garrysmod.com/news/?p=10226

Most likely breaks something again...
illusive101
Poster

Posts: 6


« Reply #2681 on: May 05, 2010, 12:24:34 AM »

Yep, TTT is pretty much broke... any ETA on update? :D
worbat
Santaman
****
Posts: 13027


Fnar Fnar Fnar


« Reply #2682 on: May 05, 2010, 12:45:52 AM »

So looks like Valve is being slow with releasing the gmod update. I have no idea if it ends up coming out tomorrow or in a few hours when I'm asleep. Just in case, I've put a version onli
Nope.


In other news, according to garry's twitter they might be releasing an update today. Presumably it will just be the animation stuff (which broke everything) from last time without LuaJIT (which made old computers crash). I thought there was supposed to be a beta but whatever. Hopefully they do it while I'm awake so I can put out a firefighting release.
ne with a small change that might help with issues that arise. Note that I obviously have no idea if it will help at all, what with the update not being out as I post this.

There will be another update once I can test with the new gmod version and fix any issues that arise. That's why it's going here rather than the release thread.




v040510:

- Made weapons properly derive from gmod's weapon_base.

Trouble in Terrorist Town v040510

Shadow:  Ben's secret name is ben

my god
laser2150
Poster

Posts: 30


« Reply #2683 on: May 05, 2010, 12:59:37 AM »

Hitboxes seem broke, alot of players aren't able to do any damage to each other.
JoTheShmo
Poster

Posts: 214



« Reply #2684 on: May 05, 2010, 01:06:26 AM »

Yeah, but nothing else is bork.
Whatchu smokin' illusive?
illusive101
Poster

Posts: 6


« Reply #2685 on: May 05, 2010, 02:00:44 AM »

didn't say it was demolished.

What I meant was, hitboxes are off and you can pick up double main weapons.

Also, if you break a crate and switch your weapons you get LUA errors like crazy along with carrying double main weapon guns will give you LUA errors >.<
« Last Edit: May 05, 2010, 02:04:28 AM by illusive101 »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #2686 on: May 05, 2010, 06:18:28 AM »

I'm awake now and will start working on things in a bit. Of course the aim is to put out an update ASAP, but it's hard to predict anything because I haven't even started the game yet.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #2687 on: May 05, 2010, 07:46:18 AM »

Allright, everything in TTT (040510) actually seems to be working perfectly fine. I can't reproduce any issues with two main weapons.

From what I can tell at first glance, GMod's lag compensation seems to be completely broken/disabled/not there. Testing with bots (or NPCs for that matter) sv_showlagcompensation 1 doesn't show any lag compensation happening. It is not there in sandbox mode either. Might be related to not being able to hit people.

Facepunch & co are down right now, so I'll have to wait before I can do some more investigating.
edit: Ah, it's up again.

edit2:
Right, nothing useful there.

More information on issues is welcome. For example, is the "can't damage" thing a case of the game not registering that you hit someone, especially if he's moving (this would point to lag compensation)? Or does it happen even when two players are standing still right in front of each other?
« Last Edit: May 05, 2010, 08:54:36 AM by Bad King Urgrain »
laser2150
Poster

Posts: 30


« Reply #2688 on: May 05, 2010, 09:13:31 AM »

no you get blood and everything, but you talking about the lag compensation makes some sense now.

cause even knives can fail to register, you get blood but no kill. and with how most knives are, your running behind someone... it makes sense.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #2689 on: May 05, 2010, 11:12:31 AM »

Oh you gotta be kidding me garry. I've found the problem. Lag compensation only activates when you shoot at someone who is not on the same "team" as you. Normally people on the same team can't hurt each other so that's fine. In TTT, everyone is on the same team ("Terrorists" on the scoreboard), and they can hurt each other.

Seems like a well intentioned optimisation having some bad consequences. I'm going to see if I can get some words from gmod people on this.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #2690 on: May 05, 2010, 01:23:02 PM »

Possible fix via Facepunch: mp_friendlyfire 1

Apparently the default value changed in this version. Can't test it right now. If this is the issue, I can release an update where it's forced to be on.

edit:
Verified to work. I'll put out an update in a few hours.

edit:
It's up.
« Last Edit: May 05, 2010, 04:57:14 PM by Bad King Urgrain »
JoTheShmo
Poster

Posts: 214



« Reply #2691 on: May 07, 2010, 06:54:49 PM »

There is yet another update out...

http://www.garrysmod.com/news/?p=10228

Apparently it breaks scriptenforcer and kicks people for bad reasons.
« Last Edit: May 07, 2010, 07:00:21 PM by JoTheShmo »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #2692 on: May 07, 2010, 07:01:02 PM »

I know. Does it break things? They're not breaking backwards compatibility in every update (like they did in update 76/78), so not all of them require TTT changes.
« Last Edit: May 07, 2010, 07:02:37 PM by Bad King Urgrain »
that guy
Build Tester
*
Posts: 1190



« Reply #2693 on: May 07, 2010, 07:21:40 PM »

our server cannot change maps without crashing it might be because of the update.

I want to know who was the first person to rub barrels, must of been an epic moment like discovering fire or your sisters vibrator.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #2694 on: May 07, 2010, 07:37:23 PM »

Yeah, probably the gmod update. The only way TTT can really crash a server is by inducing a physics bug, which are all ironed out at this point as far as I know (and of course wouldn't happen at map change). In all other TTT bugs it'll give Lua errors and behave weird, but can't crash.
Charles445
Build Tester
*
Posts: 2338


I LOVE THIS AVATAR


« Reply #2695 on: May 08, 2010, 02:16:45 AM »

Your dedication always shocks me BKU.
Please continue being awesome.

del>Ok, so Bad King, you are just going to wait for Garry to fix?
What an idiotic thing to ask. Dammit weed.

Bookcases, Bookcases Everywhere
JoTheShmo
Poster

Posts: 214



« Reply #2696 on: May 08, 2010, 05:09:50 AM »

I encountered a very strange glitch.
I was at full health, and this guy kept questioning me "Why are you near death?" and at first I thought he was just being a decieving traitorous bastard, but then I realized he was telling the truth.
I saw many different players as near death, but once they were shot, they would just become hurt.
Everyone saw everyone else as near death when they weren't actually.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #2697 on: May 08, 2010, 07:44:26 AM »

That is very strange. It sounds like a networking glitch in Source/gmod, where it failed to send everyone's health to the clients when the round restarted (as evidenced by it showing up correctly after it updates when you get shot). TTT basically asks gmod about a player's health and then shows it, so not much I can do if gmod reports the wrong number.

In other news, the magic of Google Alerts told me about a French guide to TTT. Now all we need to do is teach all newbies French.
JossiRossi
Build Tester
*
Posts: 2351


Now touching you ever so slightly less.


« Reply #2698 on: May 08, 2010, 01:26:02 PM »

I'll see if I can't get some video tutorials going once I have a bit to plan them out and record. TTT is probably in as close to it's final state as it's going to be so the information won't be outdated too fast.

Get off my lawn you rotten kids!
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.

Indy Game News: Thanks For Playing.
JoTheShmo
Poster

Posts: 214



« Reply #2699 on: May 08, 2010, 09:57:52 PM »

That is very strange. It sounds like a networking glitch in Source/gmod, where it failed to send everyone's health to the clients when the round restarted (as evidenced by it showing up correctly after it updates when you get shot). TTT basically asks gmod about a player's health and then shows it, so not much I can do if gmod reports the wrong number.

In other news, the magic of Google Alerts told me about a French guide to TTT. Now all we need to do is teach all newbies French.

I'll translate it!

Actually I'll just use google translate instead of my crappy high school french skills.
« Last Edit: May 08, 2010, 10:00:54 PM by JoTheShmo »
Pages: 1 ... 132 133 134 [135] 136 137 138 ... 232
Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode « previous next »
Jump to:  


Login with username, password and session length

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Page created in 0.014 seconds with 18 queries.