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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 1721781 times)
Bad King Urgrain
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Posts: 12276



« Reply #3580 on: October 05, 2010, 08:21:31 PM »

For the record, knife questions etc should go here: http://www.zombiemaster.org/smf/index.php?topic=10223.0
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #3581 on: October 05, 2010, 08:39:09 PM »

If that command for creating damage logs is on, maybe it could be printed in a tab after the round like the damage log, or at least so you can save the logs afterwards. It's good when reporting people who randomly shoot you.


Sorry to bump this, but I think it could be really useful.
Bad King Urgrain
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« Reply #3582 on: October 05, 2010, 09:10:00 PM »

It's come up before, I'm not going to get into the discussion again. Basically: not going to happen.
Fuffe
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Posts: 128


Crummycradle was a mistake


« Reply #3583 on: October 05, 2010, 10:32:43 PM »

It's come up before, I'm not going to get into the discussion again. Basically: not going to happen.


Actually, I noticed on one server that I could print the damage logs myself. You see I thought you needed to be admin to print them. Has it changed or has it always been like this? Or maybe it was only on that server?
JoshJosh117
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Posts: 16


« Reply #3584 on: October 05, 2010, 10:45:55 PM »

BKU did you see my post on the last page
Meta-Stick
Poster

Posts: 481


it contains, a daisy box


« Reply #3585 on: October 06, 2010, 01:11:02 AM »

The eye of BKU sees "all".

Just grab some bottles and stick them in girls...
JoTheShmo
Poster

Posts: 214



« Reply #3586 on: October 06, 2010, 02:19:43 AM »

I have a little problem with the goomba-style fall damage system.
I do like how it adds a little competitive edge when someone is above you, but still, I have never seen it used by a traitor to their advantage.
I've really only seen it used on island or similar maps simply to fuck around and/or RDM.
Is there some way you could modify it in order to be more useful?
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #3587 on: October 06, 2010, 08:03:19 AM »

Actually, I noticed on one server that I could print the damage logs myself. You see I thought you needed to be admin to print them. Has it changed or has it always been like this? Or maybe it was only on that server?

After the round ends, anyone can use the ttt_print_damagelog command. Of course, servers have to enable ttt_log_damage_for_console before it can be used from the console at all.

BKU did you see my post on the last page

Yes. The flare gun stays in slot 7.

Is there some way you could modify it in order to be more useful?

It's not meant to be useful, it's meant to be funny. Which it is. If you think otherwise, it shouldn't be hard to avoid people jumping on you, and of course doing the jumping yourself is easy to avoid.
Bad King Urgrain
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Posts: 12276



« Reply #3588 on: October 06, 2010, 10:47:28 AM »

Optional karma persistence is now available in the SVN build. Defaults to off, enable with ttt_karma_persist 1. With persistence I mean karma stays across map changes and server restarts. I personally think it will have negative side effects (people idling for karma), but it was trivial to add, so it's there for server admins who want it.
Killroy
Build Tester
*
Posts: 1541


« Reply #3589 on: October 06, 2010, 08:07:27 PM »

idling for karma


Next step, in-game store for credits and karma.

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

Posts: 1045


Look into my eyes.


« Reply #3590 on: October 06, 2010, 08:24:03 PM »

Optional karma persistence is now available in the SVN build. Defaults to off, enable with ttt_karma_persist 1. With persistence I mean karma stays across map changes and server restarts. I personally think it will have negative side effects (people idling for karma), but it was trivial to add, so it's there for server admins who want it.


Does this include resetting their karma if they get banned for too low karma?

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.
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #3591 on: October 06, 2010, 10:08:15 PM »

Not yet, but good point, I'll add that.

edit: Looks like garry just sent out v102, and I haven't had the chance of adding it, so it won't be in the update yet.
« Last Edit: October 07, 2010, 12:56:45 PM by Bad King Urgrain »
Rectal Exambot
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Posts: 166


« Reply #3592 on: October 08, 2010, 06:43:05 AM »

The split of special equipment into two slots is now in place in the SVN build (includes a new material, make sure to get that on fastdl etc).

Current list of weapons that use the new slot 8 (DNA scanner is now 9):
- Radio
- Teleporter
- Newton
- Poltergeist
- Defuser
- Binoculars

This change is backwards compatible with custom weapons, they'll just keep using slot 7 (and can easily be changed to use 8).

Next up is reworking knife mechanics, which will probably be ready somewhere this weekend.


Would it be possible to make it customisable? To cope with different play styles?

For example sometimes you could want to Polterguist into a room and teleport away,

Or Knife a guy then burn the body
Bad King Urgrain
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Posts: 12276



« Reply #3593 on: October 08, 2010, 08:26:49 AM »

No, because it affects balance. Certain combinations are stronger than others. One of the main reasons stuff like the newton and polter are in slot 8 is that they're situational. You used to have to choose between something universally useful like the silenced pistol, and situational stuff like those two. The situational ones would almost always lose out in that choice. Now you can buy them alongside each other.
mysquirrel
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Posts: 1433


VIDEO GAMES MADE ME DO IT


« Reply #3594 on: October 08, 2010, 10:50:34 AM »

The new Radio command for alive check doesn't seem to work.

I AM THE DEV SUMMONER

My fingers are itching to reward you with a ban for reporting this.
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #3595 on: October 08, 2010, 02:08:09 PM »

Hmm, I forgot to test that one it seems. I can see what's wrong, should be easy to fix.
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #3596 on: October 08, 2010, 04:36:14 PM »

Garry sent a v103 update to Valve earlier today. Servers should make sure they update when it's out.

Some TTT changes are now in SVN. Note that these are not in 103.
- Traitors now start with 2 credits.
- Silenced Pistol sound range is shorter (ie. it's quieter).
- Stored persistent Karma value resets when the player is autokicked.
- Fixed alivecheck command.
Darkebrz
Poster

Posts: 189


« Reply #3597 on: October 08, 2010, 08:04:16 PM »

I have a simple idea to make the least used traitor weapon (poltergeist) a bit more popular. Perhaps make it a little heat seeking? Right now it just randomly goes anywhere, but maybe make it so it goes in the direction of the nearest player.
Mr. Gash
Poster

Posts: 382


www.nonerdsjustgeeks.com


« Reply #3598 on: October 08, 2010, 08:07:03 PM »

I have a simple idea to make the least used traitor weapon (poltergeist) a bit more popular. Perhaps make it a little heat seeking? Right now it just randomly goes anywhere, but maybe make it so it goes in the direction of the nearest player.

Or traitor? Or detective? Or...
No.

:|
JoTheShmo
Poster

Posts: 214



« Reply #3599 on: October 09, 2010, 12:00:27 AM »

Apparently the viewer thing for detectives (forget the name) becomes buggy after the game switches into overtime mode.
I haven't tested this theory yet, but I will update this post once I do.
The effect seems to kinda mess up when you're in spectator mode though.
« Last Edit: October 09, 2010, 12:07:00 AM by JoTheShmo »
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