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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 1710311 times)
Bad King Urgrain
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Posts: 12276



« Reply #3020 on: July 16, 2010, 06:54:19 PM »

Hmm, not intentionally, but I know how it probably got changed indirectly. It's easy enough to up the force with which it pushes objects, so I'll do that.
JoTheShmo
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Posts: 214



« Reply #3021 on: July 16, 2010, 08:25:56 PM »

I actually thought launching props was the main point of it.
Like a more accurate poltergeist.
Meta-Stick
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Posts: 481


it contains, a daisy box


« Reply #3022 on: July 17, 2010, 04:21:00 AM »

I actually thought launching props was the main point of it.
Like a more accurate poltergeist.


I had my friend stand behind a barrel, and shot it with a newton launcher. The force wasn't enough to kill him, but I think it'd make some good sense if that was possible. I generally shoot people off buildings. :>

Just grab some bottles and stick them in girls...
Darkest_97
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Posts: 286


Hi.


« Reply #3023 on: July 17, 2010, 04:37:11 AM »

It used to be enough to kill them, and send them flying pretty far.
Killroy
Build Tester
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Posts: 1541


« Reply #3024 on: July 17, 2010, 01:29:17 PM »

May the All-Knowing Seagull rest in peace.

Good update all around, and the numbering scheme is sensible.

I clicked on that link, but quickly closed the tab before it loaded upon realizing that the file name was whalecock.jpg.
Meta-Stick
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Posts: 481


it contains, a daisy box


« Reply #3025 on: July 17, 2010, 01:46:31 PM »

I haven't got to try out the new update, but a mac10 nerf was needed... Thank the almighty BKU. Now traitors, or crazy innocents, can't mow down 50 people. Maybe even add in some extra reload time for it, I can only hope. lol x)

Just grab some bottles and stick them in girls...
Bad King Urgrain
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Posts: 12276



« Reply #3026 on: July 17, 2010, 02:04:12 PM »

Balance stuff like that is something you should always post about if you want it to change. The combined experiences of the players posting here give a better picture of that than I can get by myself.

The spread of the MAC10 is not too different overall, its inaccuracy just doesn't rely on recoil anymore. We'll see how it affects things.
Darkebrz
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Posts: 189


« Reply #3027 on: July 17, 2010, 03:25:08 PM »

I have to really disagree with the nerfing of the HUGE. It's a very difficult weapon to use, and also easily the least used. I think it needs less recoil, and more spread. This would make it good for attempting to clear out a room with it, and a lot more manageable.

The Mac10 however really did need the nerf, it was easy to kill player after player before they can respond, so that's good.
Bad King Urgrain
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Posts: 12276



« Reply #3028 on: July 17, 2010, 03:36:02 PM »

I'm not sure how you're reading the changelog, because the HUGE got less recoil and more spread. I'll clarify the wording in the post.

The idea behind the changes is that recoil can be worked around too easily by messing with your mouse sensitivity and such. By increasing the spread, recoil can be reduced without overpowering the gun. So from small spread + lot of recoil, it goes to larger spread + bit of recoil.
« Last Edit: July 17, 2010, 03:39:20 PM by Bad King Urgrain »
Sly
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Posts: 81



« Reply #3029 on: July 17, 2010, 03:48:28 PM »

This latest update has made me very happy. Thank you.
JoTheShmo
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Posts: 214



« Reply #3030 on: July 17, 2010, 06:18:51 PM »

Is fall damage still really low?
Bad King Urgrain
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Posts: 12276



« Reply #3031 on: July 17, 2010, 06:22:03 PM »

Is fall damage still really low?

No one reported issues with fall damage. (edit: fixed now)


edit:
On a different matter: both my release post and the readme.txt talk about a "ttt_haste_mode". This is wrong. The convar is "ttt_haste".

Will be fixed in next version's readme, and I'll mention it again in the update notes for that one to make sure.
« Last Edit: July 17, 2010, 07:12:43 PM by Bad King Urgrain »
JoTheShmo
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Posts: 214



« Reply #3032 on: July 18, 2010, 12:13:51 AM »

No one reported issues with fall damage. (edit: fixed now)

Oh sorry, I thought someone must have.

Edit:

Anything anyone does in the logs gets shown with the name the do it with.
IE, if someone RDMs someone, then changes their name, it is hard to tell who did it.
« Last Edit: July 18, 2010, 02:06:38 AM by JoTheShmo »
Sly
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Posts: 81



« Reply #3033 on: July 18, 2010, 03:40:21 AM »

Wait a second.

We're terrorists
Traitors are therefore good guys
Wouldn't Detectives ally with the Traitors?
Would they be like, Terrorist Traitor Finders?
JoTheShmo
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Posts: 214



« Reply #3034 on: July 18, 2010, 03:47:46 AM »

Also, I killed myself preround, and when it came time for the round, I stayed dead for approximately 7 whole seconds, I wasn't lagging, I could move around and hear voices in spectator, but then I spawned as a traitor.
Is there supposed to be that much of a delay?
Meta-Stick
Poster

Posts: 481


it contains, a daisy box


« Reply #3035 on: July 18, 2010, 04:47:48 AM »

Wait a second.

We're terrorists
Traitors are therefore good guys
Wouldn't Detectives ally with the Traitors?
Would they be like, Terrorist Traitor Finders?


Why is that automatically assumed by the majority of people. The traitors could be... Traitors. You know bad guys guys betraying other bad guys.

Just grab some bottles and stick them in girls...
JoTheShmo
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Posts: 214



« Reply #3036 on: July 18, 2010, 07:12:12 AM »

And detectives can be good or bad, they just detect things.
« Last Edit: July 18, 2010, 07:33:07 AM by JoTheShmo »
Bad King Urgrain
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Posts: 12276



« Reply #3037 on: July 18, 2010, 07:48:23 AM »

The detectives are on the side of the terrorist organisation, looking to root out the traitors/infiltrators. Internal security, if you will. Some other names were considered, like inquisitor or whatnot, but detective is most clear about their gameplay role.

Anything anyone does in the logs gets shown with the name the do it with.
IE, if someone RDMs someone, then changes their name, it is hard to tell who did it.

You're talking about the admin logs right? I suppose I could add the SteamID there.

Also, I killed myself preround, and when it came time for the round, I stayed dead for approximately 7 whole seconds, I wasn't lagging, I could move around and hear voices in spectator, but then I spawned as a traitor.
Is there supposed to be that much of a delay?

Dead people in prep are respawned as soon as the round begins, before traitors are even selected. It sounds like an odd case of lag/packet loss causing your client not to realise the server had already respawned you.
Darkest_97
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Posts: 286


Hi.


« Reply #3038 on: July 18, 2010, 09:47:03 PM »

If someone changes their name in game it gets cut off on the scoreboard at some random place. Clicking on it fixes it but yea. I havent seen a pattern.

And i just got this error:
Timer Error: terrortown\gamemode\vgui\ScrollLabel.lua:25: attempt to index field 'Scroll' (a nil value)
Sly
Poster

Posts: 81



« Reply #3039 on: July 18, 2010, 10:19:25 PM »

If you teleport, and then are hit by a Discombobulator/Newton launcher, you will telefrag whoever is on the other side without actually teleporting.
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