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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 1721785 times)
ThePaSch
Poster

Posts: 17


« Reply #3980 on: November 25, 2010, 06:17:35 PM »

Well, thanks for looking into it, BKU. You're probably right about the translation stuff.
However, if you could think about this:
It would also be just perfect if you moved the strings to a seperate file which is not being replaced every update, except if something new shows up.
Without any language menu, without seperate language files.
Or, heck, it also would help to just move the strings to the beginning of the corresponding files so they're at one place.
Our German server is not running too good, mostly because people come in who don't understand the game and don't have enough patience to wait until the end of the round. Unfortunately, English is not something every german learns. A possibility to translate TTT a little bit easier would help a lot.
« Last Edit: November 25, 2010, 07:26:14 PM by ThePaSch »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3981 on: November 25, 2010, 07:18:07 PM »

I'll give just a basic centralisation of all the text in one or more specific files a shot and see how it goes.
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #3982 on: November 26, 2010, 02:29:20 PM »

I don't really know how needed it is, but could there be a full console command list, with description, on http://ttt.badking.net ? This would be useful for server owners I believe.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3983 on: November 26, 2010, 03:25:56 PM »

Readme has every command and convar. Every server owner can also find it in the terrortown directory on their server.

I suppose it would be easier to google etc when it's on the site, but I'm not going to maintain two separate lists, so the list in the readme would go away.
NaRyan
Poster

Posts: 98


Less QQ more Pew Pew


« Reply #3984 on: November 26, 2010, 04:32:52 PM »

Updated my server to TTT that is in r636 on GMOD svn.

And it has started a big problem, Players keep spawning outside the map (stuck out there), or high in the air (fall to their death during prep)
It's doing it on all maps so it not a specific map problem.

It seems to be effecting players that were killed during previous round.
So I'm guessing they were spectating players.
Prehaps related to the parenting of spectators to living players?

Gimme a joint and 3 hours and I can come up with a logical system for karma :D
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3985 on: November 26, 2010, 06:09:01 PM »

I did find an issue where spectators were not being un-parented when spawning for a new round, fixed in SVN r637.
Raneman
Poster

Posts: 219

Shitposter


« Reply #3986 on: November 26, 2010, 09:38:06 PM »

Where's your donation fund? I want to donate money so you can license the source engine and hire a team for TTT 2.
JoTheShmo
Poster

Posts: 214



« Reply #3987 on: November 27, 2010, 01:01:17 AM »

When you try to reload while zoomed in with the rifle the animation spazzes out.
But it's on v19, so you might have fixed it.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3988 on: November 27, 2010, 02:33:38 PM »

Convars and commands are now available on the site instead of the readme.txt:
http://ttt.badking.net/config-and-commands

When you try to reload while zoomed in with the rifle the animation spazzes out.
But it's on v19, so you might have fixed it.

Will take a look.
Raneman
Poster

Posts: 219

Shitposter


« Reply #3989 on: November 27, 2010, 04:01:57 PM »

I think we should include a risk and reward system: The closer you are to your target, the more damage you do. You can either get fast kills at close range, or be cautious and not leave much DNA at medium range.
EpicBox
Poster

Posts: 165


ZE EPIC BAWKZ IZ CUMING FOR YA.


« Reply #3990 on: November 27, 2010, 05:11:12 PM »

I think we should include a risk and reward system: The closer you are to your target, the more damage you do. You can either get fast kills at close range, or be cautious and not leave much DNA at medium range.


What about no?

There's 3 things I hate: <br />People that hates people.<br />People that hates the haters.<br />And people that hates the haters of the haters.
NaRyan
Poster

Posts: 98


Less QQ more Pew Pew


« Reply #3991 on: November 27, 2010, 05:48:54 PM »

The spawning on next round is working ok now :)
However spectator prop possession is acting weird, when you posses a prop and press the W or S key you always move in the same direction.
It no longer moves in the direction you are looking, or opposite direction is pressing S.
A & D still make the prop spin left/right ok.

Gimme a joint and 3 hours and I can come up with a logical system for karma :D
phoenixf129
Poster

Posts: 476


I Rise from the Ashes.


« Reply #3992 on: November 27, 2010, 06:01:13 PM »

Can always remove the "Call Detective" from the Binoculars. It doesn't do anything anyway.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Raneman
Poster

Posts: 219

Shitposter


« Reply #3993 on: November 27, 2010, 11:28:49 PM »

Well, it works well in TF2. I'd just like to see more open maps have meaningful confrontations rather then people spraying bullets at each other until someone gets a lucky headshot.
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #3994 on: November 27, 2010, 11:48:10 PM »

Can always remove the "Call Detective" from the Binoculars. It doesn't do anything anyway.


I think it could be useful if there's another detective around but can't see it.
hayhay89
Poster

Posts: 100


« Reply #3995 on: November 28, 2010, 11:33:06 AM »

Also having the prop possession problem
phoenixf129
Poster

Posts: 476


I Rise from the Ashes.


« Reply #3996 on: November 28, 2010, 11:54:51 AM »

I think it could be useful if there's another detective around but can't see it.


It literally doesnt do anything. Because you are too far from the body to be able to "Call Detective" the button is nil.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3997 on: November 28, 2010, 12:33:28 PM »

When you try to reload while zoomed in with the rifle the animation spazzes out.
But it's on v19, so you might have fixed it.

Can't reproduce this. The rifle already unzooms before reloading.

Can always remove the "Call Detective" from the Binoculars. It doesn't do anything anyway.

Not worth it.

However spectator prop possession is acting weird, when you posses a prop and press the W or S key you always move in the same direction.
It no longer moves in the direction you are looking, or opposite direction is pressing S.
A & D still make the prop spin left/right ok.

Fixed now in SVN.
Rectal Exambot
Poster

Posts: 166


« Reply #3998 on: November 29, 2010, 01:53:32 AM »

Would it be possible for logs to contain more information? Like when a traitor buys an item, or when a traitor goes to a traitor item? I get constant complaints about RDM, and they use the excuse that they pulled a knife, and I can't do anything because I have no proof on either.

Also is everything inside the logs? Is Prop damage and fall damage recorded displaying who did what?
JoTheShmo
Poster

Posts: 214



« Reply #3999 on: November 29, 2010, 02:31:31 AM »

Can't reproduce this. The rifle already unzooms before reloading.


Maybe it's just me, but if I manually reload while in the middle of a clip, it will spaz out.
http://www.youtube.com/watch?v=L02CBEHKQOQ
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