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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode
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Author Topic: Trouble in Terrorist Town - a GMod gamemode  (Read 1718354 times)
Darkest_97
Poster

Posts: 286


Hi.


« Reply #3000 on: July 15, 2010, 12:03:26 AM »

The poltergeist doesnt shoot props far anymore, ive heard it was gmod problem.

Have you though about implementing detective chat?

What is the maximum minimum safe distance for c4?

That is all.
« Last Edit: July 15, 2010, 12:22:00 AM by Darkest_97 »
Killroy
Build Tester
*
Posts: 1541


« Reply #3001 on: July 15, 2010, 12:44:36 AM »

About 1000 feet for C4, I think?

I clicked on that link, but quickly closed the tab before it loaded upon realizing that the file name was whalecock.jpg.
Darkest_97
Poster

Posts: 286


Hi.


« Reply #3002 on: July 15, 2010, 12:46:08 AM »

No ive survived in like 600 i think, its definitely less than 1000.
Sly
Poster

Posts: 81



« Reply #3003 on: July 15, 2010, 01:39:45 AM »

In general, I'd say that 1000+ you're unshaken, 1000-750 you're undamaged, 750-500 you're damaged, 500-0 you're dead.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3004 on: July 15, 2010, 07:31:52 AM »

The poltergeist doesnt shoot props far anymore, ive heard it was gmod problem.

Have you though about implementing detective chat?

What is the maximum minimum safe distance for c4?

That is all.

At around 600 units you won't take damage through walls. If you have direct LOS to the bomb it will be further. At 1000 you're pretty much completely safe.

I'll look at the poltergeist.

Detective chat will result in detectives only chatting to each other about anything they find, leaving the innocent out of the process and making it more boring for those players.
Firespray
Build Tester
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Posts: 1447


:-(


« Reply #3005 on: July 15, 2010, 10:03:30 AM »

Remember when you said this a while ago?  Just to remind you if you still had thoughts about it because, well that sounds fun for spectators.
A plan B I'm considering is using this for some sort of spectator whiteboard they can scribble things on and entertain themselves with.

Quote
Z3RO: Tanners sister isnt bad looking :v
Firespray: New sig
Z3RO: noooo

holocalls traumatize worbat
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3006 on: July 15, 2010, 10:15:03 AM »

Shelved. Too big a feature, it would be an application-in-a-game. Since then I've moved things more towards rounds being shorter.

On that note, I'm planning to turn on Haste Mode by default, as well as the low-karma autoban. Things are moving forward with regards to TTT shipping with gmod, and I think those settings are better defaults for both Fretta servers and new TTT servers.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3007 on: July 15, 2010, 11:19:18 AM »

The poltergeist doesnt shoot props far anymore, ive heard it was gmod problem.

Could you clarify what you mean? It seems to be working fine when I test it. Richland container/cars fly as far as they always have.
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #3008 on: July 15, 2010, 11:25:37 AM »

Oh man, detective chat would be so great. I get tired of trying to talk over people just to talk to my fellow detective sometimes.

www.dnr-gaming.com
Citizen_001
Build Tester
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Posts: 3733


Male_07


« Reply #3009 on: July 15, 2010, 02:01:57 PM »

Oh man, detective chat would be so great.

Second

1200+ hours in Source SDK, and the Source engine is still a mystery.


Quote from:  Dinner
The first time you see him he comes onto you so hard.
[/quote]
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3010 on: July 15, 2010, 06:33:18 PM »

Messed around with the teleporter. It's now faster (2 instead of 3 seconds frozen), much less noisy, more ammo (8 -> 10 teleports), and the effect is a little more subtle/nicer (pic 1, pic 2).

RE: detective chat. Eh, I'll do a teamchat.
Sly
Poster

Posts: 81



« Reply #3011 on: July 15, 2010, 06:45:55 PM »

Messed around with the teleporter. It's now faster (2 instead of 3 seconds frozen), much less noisy, more ammo (8 -> 10 teleports), and the effect is a little more subtle/nicer (pic 1, pic 2).



Thank you very much, now maybe it'll be more useful, perhaps rival the effectiveness of the other traitor equipments..

Edit, as far as telefragging goes, I telfragged someone, and then had to teleport again to get around my pursuers, only to be killed by the unmoved corpse of the person I telefragged before. Is this intentional?
« Last Edit: July 15, 2010, 06:48:18 PM by Sly »
Killroy
Build Tester
*
Posts: 1541


« Reply #3012 on: July 15, 2010, 07:00:35 PM »

That effect is really really nice.

I clicked on that link, but quickly closed the tab before it loaded upon realizing that the file name was whalecock.jpg.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3013 on: July 15, 2010, 07:04:05 PM »

Edit, as far as telefragging goes, I telfragged someone, and then had to teleport again to get around my pursuers, only to be killed by the unmoved corpse of the person I telefragged before. Is this intentional?

Not intentional, corpses shouldn't kill you, it's now fixed.
Darkest_97
Poster

Posts: 286


Hi.


« Reply #3014 on: July 15, 2010, 10:23:47 PM »

Could you clarify what you mean? It seems to be working fine when I test it. Richland container/cars fly as far as they always have.

We were on ttt_office and were shooting at boxes, Usually the boxes would go flying across the map, but they went like half of the distance. Ill try it again. Someone said it was a gmod problem.

Also, this is probably the same issue, and i know this happens for a fact. The shotgun, and probably other weapons dont really push props like they used to. The shotgun used to send a barrel flying, now it rarely knocks it over. Did you do that or is it gmod?
Marauder8
Build Tester
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Posts: 4639


Future Emperor of Antarctica


« Reply #3015 on: July 16, 2010, 12:09:52 AM »

Does anyone know what would cause this problem with the mic chat icons(they aren't displaying names).
http://i29.tinypic.com/xdctnc.jpg
*EDIT* Nevermind this was caused by the Gmod update.
« Last Edit: July 16, 2010, 09:08:35 AM by Bad King Urgrain »

THIS RAINCOAT IS FROM THE DEVIL
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3016 on: July 16, 2010, 08:37:47 AM »

We were on ttt_office and were shooting at boxes, Usually the boxes would go flying across the map, but they went like half of the distance. Ill try it again. Someone said it was a gmod problem.

Also, this is probably the same issue, and i know this happens for a fact. The shotgun, and probably other weapons dont really push props like they used to. The shotgun used to send a barrel flying, now it rarely knocks it over. Did you do that or is it gmod?

The shotgun thing might be separate. It might be caused by me fixing the damage mechanics of the guns. Previously they probably pushed things further than they should. I'll look into it.

First I may have to do some damage control for the update, it looks like.

edit:
Actually everything seems in order. There was a second update with interface fixes, so that seems to have fixed the voice indicators.

I've increased the bullet physics force for next version, so guns will have a bit more pushing power again. I haven't found any issue with the poltergeist behaviour.
« Last Edit: July 16, 2010, 09:17:20 AM by Bad King Urgrain »
Darkest_97
Poster

Posts: 286


Hi.


« Reply #3017 on: July 16, 2010, 12:35:40 PM »

I haven't found any issue with the poltergeist behaviour.

Lol that cause there is nothing wrong with it and im an idiot. I mean the newton launcher, it dosnt seem to push things really, i havent gotten a chance to test it again.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3018 on: July 16, 2010, 01:18:41 PM »

That one's only meant for pushing players.
Darkest_97
Poster

Posts: 286


Hi.


« Reply #3019 on: July 16, 2010, 06:15:46 PM »

But it used to launch props so fast that you could kill people with them which was awesome. And its not like it makes the polter useless because of it. Did you change it or what?
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