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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 1699146 times)
Bad King Urgrain
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Posts: 12276



« Reply #3280 on: August 12, 2010, 05:12:17 PM »

Couple of suggestions if they are possible.

Both done. ttt_firstpreptime defaults to 60 sec.
FF|NedStar
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Posts: 1045


Look into my eyes.


« Reply #3281 on: August 12, 2010, 05:14:13 PM »

2:When the ttt_print_traitors or ttt_print_adminreport is used have it logged to the server log


And then they claim you edited the server log so your "abuse" wouldn't be logged.  :shh:

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.
Soduka
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Posts: 680



« Reply #3282 on: August 12, 2010, 05:29:13 PM »




That would be stupid for all the ugly stupid people.
NaRyan
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Posts: 98


Less QQ more Pew Pew


« Reply #3283 on: August 12, 2010, 09:19:46 PM »

Thanks for adding them in. :)

Gimme a joint and 3 hours and I can come up with a logical system for karma :D
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #3284 on: August 13, 2010, 05:14:04 AM »

Any chance detectives can have their own voice chat similar to how traitors do?
Just wondering, cause text chat is good and all but voice chat could be nice if both detectives are competent.

www.dnr-gaming.com
AndyTheGeeky
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Posts: 3026


Wannabe Zoidberg


« Reply #3285 on: August 13, 2010, 05:17:29 AM »

Can't find the post, but I believe it was said that detectives would leave all the innocents in the dark, and as such it would be harmful to gameplay.

Signature Pending...
C.Mong
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Posts: 280


DNR Owner


« Reply #3286 on: August 13, 2010, 05:23:51 AM »

I thought I remembered reading that too but I couldn't find the post either.
Regardless, I figured it would be worth asking anyway.

www.dnr-gaming.com
Soduka
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Posts: 680



« Reply #3287 on: August 13, 2010, 05:35:32 AM »

It would just make 3 teams instead of 2.
Bad King Urgrain
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Posts: 12276



« Reply #3288 on: August 13, 2010, 07:21:54 AM »

Anyone know which maps use player models outside of the normal set of terrorists (ie. phoenix, leet, arctic, guerilla)?

I know lost_temple uses Grigori, but that's about it. thething had combine but they were removed again. There are many maps I haven't played though, so do you guys know of any others?
Marauder8
Build Tester
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Posts: 4639


Future Emperor of Antarctica


« Reply #3289 on: August 13, 2010, 11:53:05 AM »

That whitehouse map uses Counter Terrorists I think.

THIS RAINCOAT IS FROM THE DEVIL
JossiRossi
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Now touching you ever so slightly less.


« Reply #3290 on: August 13, 2010, 12:51:54 PM »

The next version of ttt_shocked is going to use citizen group01 male 09.

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.
Bad King Urgrain
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Posts: 12276



« Reply #3291 on: August 13, 2010, 02:34:49 PM »

Allright, I did some things today. They're not huge, but they're big enough to wait a little longer to release a v9.

A /content/ directory
Models, materials and rearm scripts are moved into /gamemodes/terrortown/content/ directory. Gmod mounts this directory when a gamemode loads, so that when the game looks in /materials/, it will automatically see what's in ...terrortown/content/materials/. So this is tidier, and gmod handles it transparently: from the game's perspective it's all still in the same place. It should all Just Work, because other gamemodes use it too.

On an sv_downloadurl server you may have to copy the contents of the /content/ dir into the main garrysmod dir (on the download server, not the game server). Not sure because I can't easily test it. Either way it's not a big deal, because now that all the textures and such come with gmod, no player needs to download those files anyway. Unless you're running an SVN version with new stuff added.

Following the SVN directly on the game server is now easier as you can just checkout and update the /gamemodes/terrortown/ directory, and get the most recent versions of both the code and models etc.

Stuff like custom rearm scripts you make can and should still go directly into your /maps/ dir. The change is purely for TTT's default content. I have no idea if stuff in your main /maps/ directory overrides stuff in .../content/maps/. We'll see.

HATS HATS HATS
Detectives now get a silly sherlock holmes hat. And by silly I mean badly made, because I made it myself.

Small thing
Quickchat messages ("X is a traitor" and such) sent in the last two seconds now get used as last words. We'll see how this works out.

---

So if one or more servers could pull it down from SVN that would be cool. If it all works I can release a v9 .zip.
Marauder8
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Posts: 4639


Future Emperor of Antarctica


« Reply #3292 on: August 13, 2010, 02:36:56 PM »

How about a little preview of the hat?

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



« Reply #3293 on: August 13, 2010, 03:43:29 PM »

Here you go.
Marauder8
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Posts: 4639


Future Emperor of Antarctica


« Reply #3294 on: August 13, 2010, 04:16:34 PM »

Nice.

THIS RAINCOAT IS FROM THE DEVIL
Ajunk
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Posts: 14000


ಠ_ಠ


« Reply #3295 on: August 13, 2010, 04:27:26 PM »

Not terrible.

You're all the most fucking heartless people
Killroy
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Posts: 1541


« Reply #3296 on: August 13, 2010, 04:45:56 PM »

Amsterville uses Combine elites in the newest version, I think.

That hat is beautiful.

I clicked on that link, but quickly closed the tab before it loaded upon realizing that the file name was whalecock.jpg.
Citizen_001
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Posts: 3733


Male_07


« Reply #3297 on: August 13, 2010, 05:08:04 PM »

I love the hat, I think it looks great.

Urban Ruins uses Male_08 IIRC.

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
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« Reply #3298 on: August 13, 2010, 05:38:26 PM »

The reason I asked about playermodels is that for some models I need to add a slight adjustment to how it's positioned when a player has that model, in order to make it fit nicely. I ended up testing and adjusting for pretty much all of them because it didn't take much time (all male_* can use the same ones, etc).
Darkest_97
Poster

Posts: 286


Hi.


« Reply #3299 on: August 13, 2010, 08:57:23 PM »

The hat isnt bad looking nice job.

Found 2 things:
1) My radar doesnt work, but everyone elses does, and i get this error:
FCVAR_SERVER_CAN_EXECUTE prevented server running command: ttt_radar_scan

2) Someone said they pressed mute living right before the round started, and the living were muted for the whole round.
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