Welcome, Guest. Please login or register.
Did you miss your activation email?
November 25, 2024, 01:09:27 PM
Home Help Login Register
News: Trouble in Terrorist Town? Site here, forum here.

Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode
Pages: 1 ... 198 199 200 [201] 202 203 204 ... 232
Author Topic: Trouble in Terrorist Town - a GMod gamemode  (Read 1721598 times)
hayhay89
Poster

Posts: 100


« Reply #4000 on: November 29, 2010, 06:00:20 AM »

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


ive never seen that before.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4001 on: November 29, 2010, 09:06:33 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?

Any damage on a player caused by another player is in the log.

It is not feasible to log every switch from a traitor to his traitor weapon. Griefers could spam weapon switches a million times a minute and cause the server to run out of memory because the log would be so large.

I would also say it's impossible to "RDM" a traitor as innocent, but that's not a useful discussion to get into here. Suffice to say that I'm not very motivated to add more and more logging to allow the obsessive verification of every kill that some kid cries about.
Darkest_97
Poster

Posts: 286


Hi.


« Reply #4002 on: November 29, 2010, 05:44:28 PM »

Could you at least at body identifications in the damagelogs? I mean its already in the regular log.
JoTheShmo
Poster

Posts: 214



« Reply #4003 on: November 29, 2010, 09:39:21 PM »

Or maybe some sort of time stamps?
Sometimes I will see that an innocent damaged another innocent, and I wonder if they did it during some hectic firefight by mistake or not.
If there were time stamps you could see that a lot of damage was done in general within a few seconds and get a general idea for what happened.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4004 on: November 29, 2010, 10:16:13 PM »

Timestamps yes, things-that-aren't-damage no.
Not a Rapist
Poster

Posts: 76


Still not convicted...


« Reply #4005 on: November 30, 2010, 08:02:05 PM »

How about the first time a traitor does something traitorous, such as pull out a traitor weapon, attack an innocent, or even some kind of marker just for having used an attacked?

Then again, someone will find a way to exploit it, but I suppose that's what admins are for.

While we are creating this mod to create something fun to play, making people here angry is a welcome side effect.
<br />
Then you'll be banned.
JoTheShmo
Poster

Posts: 214



« Reply #4006 on: December 01, 2010, 02:01:11 AM »

You could always just record demos of the matches and delete them when you're finished if you want that much detail logged.
hayhay89
Poster

Posts: 100


« Reply #4007 on: December 01, 2010, 02:43:37 AM »

Bku have you made changes to The magneto Stick its extremely Weaker then previous Version and its much easier to prop kill since the barrels etc Seem to fling out By them selves.

Also im getting the random Stuck in walls In the lastest Svn that people had before.
« Last Edit: December 01, 2010, 07:50:53 AM by hayhay89 »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4008 on: December 01, 2010, 08:34:00 AM »

I did not change anything about the magneto stick recently.

Also im getting the random Stuck in walls In the lastest Svn that people had before.

New update now in svn (r639) might help.
« Last Edit: December 01, 2010, 03:31:21 PM by Bad King Urgrain »
hayhay89
Poster

Posts: 100


« Reply #4009 on: December 02, 2010, 02:36:05 AM »

I did not change anything about the magneto stick recently.
New update now in svn (r639) might help.


Still Doing it. if anything more often

Actually its really bad now Everyone is Spawning everywhere
« Last Edit: December 02, 2010, 03:39:28 AM by hayhay89 »
JoTheShmo
Poster

Posts: 214



« Reply #4010 on: December 02, 2010, 04:04:34 AM »

Do you have any custom mods on the server?
hayhay89
Poster

Posts: 100


« Reply #4011 on: December 02, 2010, 06:15:49 AM »

Nothing that would affect Spawning.
people are jsut Spawning randomly in walls or way under the map.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4012 on: December 02, 2010, 10:24:41 AM »

I've just tested a few maps (one with a rearm script, one without, etc) on a clean dedicated server with bots, and everyone spawned properly every time. If you have a specific thing people do that results in them spawning in weird places, then I can try to reproduce that, but right now there's nothing I can do.

edit: Let's keep the spawn bug discussion in the new thread from this point on: http://www.zombiemaster.org/smf/index.php?topic=10482.0
« Last Edit: December 02, 2010, 02:09:33 PM by Bad King Urgrain »
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #4013 on: December 02, 2010, 04:19:59 PM »

If you have the minimal HUD option checked on the latest SVN versions you get this error:

ERROR: GAMEMODE:'HUDPaint' Failed: [terrortown\gamemode\cl_targetid.lua:100] attempt to call global 'HealthToString' (a nil value)
N
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4014 on: December 03, 2010, 08:41:06 PM »

Fix for that is in SVN now.


I've been working on pretty good translation support (felt like doing it after all). It's looking like players will be able to choose a language from those available on the server while playing, and have it take effect right away etc. Sharing/installing languages should also be a case of adding a file on the server, so hopefully people will share them or work on maintaining one good one for their language. None of this is definite of course, though I'm pretty far along.
NaRyan
Poster

Posts: 98


Less QQ more Pew Pew


« Reply #4015 on: December 03, 2010, 10:57:52 PM »

*sigh* GMOD svn is being a pain once again with it's username/password stuff :(

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

Posts: 3


« Reply #4016 on: December 05, 2010, 09:59:12 PM »

just an idea to revisit.
Wouldn't make the HL2:DM SLAM make a good traitor weapon? olny 2 per credit tho. or 1
I tried creating it but I couldn't get it to work

EDIT: the original behavior would be cool, so some kind of wrapper around weapon_slam
« Last Edit: December 05, 2010, 10:34:43 PM by EraYaN »
EpicBox
Poster

Posts: 165


ZE EPIC BAWKZ IZ CUMING FOR YA.


« Reply #4017 on: December 06, 2010, 02:09:55 AM »

Also, BKU, i've been thinking 'bout this: theres NO grenades on TTT. I mean theres no exploding grenades; theres the incendiary one, but it's not a grenade.


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.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4018 on: December 06, 2010, 08:50:59 AM »

Also, BKU, i've been thinking 'bout this: theres NO grenades on TTT. I mean theres no exploding grenades; theres the incendiary one, but it's not a grenade.

Indeed, good job! Now see if you can determine why, from a game design perspective, this could be the case!
phoenixf129
Poster

Posts: 476


I Rise from the Ashes.


« Reply #4019 on: December 06, 2010, 10:26:53 AM »

Indeed, good job! Now see if you can determine why, from a game design perspective, this could be the case!


Lol the student is being teached.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Pages: 1 ... 198 199 200 [201] 202 203 204 ... 232
Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode « previous next »
Jump to:  


Login with username, password and session length

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Page created in 0.015 seconds with 18 queries.