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News: Zombie Master 2 discussion

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 1710296 times)
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #4040 on: December 12, 2010, 11:59:46 AM »

If you see me in TTT, my name on the scoreboard will be green.


Hehe, you will also be traitor every round and get unlimited credits?
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4041 on: December 12, 2010, 02:40:06 PM »

Could you modify the weapon spawn scripts so that a glock can appear in pistol spawns? It would help intergrate it without screwing too much up as they use the same ammo.

No, the scripts should just be modified. It's easy to open the text file and change a few "weapon_zm_pistol" lines to say "weapon_ttt_glock". In fact, I should do that for the included CS:S scripts, will put that on my list.


edit:
Good news, everyone! I'm done with moving the core gamemode scripts over to the new language system. Now it's just all the entities, which shouldn't be too much work. While I was at it I also reworked how detective/traitor teamchat worked behind the scenes, but you won't notice this as players (should be nicer for chatbox modding people though). The way "special" messages are displayed (the ones with red text in the top right) has also changed to be nicer. That kind of thing has gotten easier because of the language system. So the stuff that is happening is not purely language changes invisible to english players.

I'm considering delaying the push of this stuff into the gmod SVN until after next gmod update though. I just know that if I push it on a weekday garry will suddenly decide to do a gmod update moments later, with no time for possible TTT bugs to be found.
« Last Edit: December 12, 2010, 03:15:26 PM by Bad King Urgrain »
Raneman
Poster

Posts: 219

Shitposter


« Reply #4042 on: December 12, 2010, 04:43:02 PM »

What I'm saying is that with a lot of old maps, the mappers have simply forgotten about TTT, so right now only about 1 out of 15 maps actually has a glock spawn. I don't see why you even made the glock if it is never going to be used.
« Last Edit: December 12, 2010, 04:54:06 PM by Raneman »
hayhay89
Poster

Posts: 100


« Reply #4043 on: December 12, 2010, 05:12:35 PM »

The glock spawns as a Random Weapon Spawn which Most maps have atleast One So you see lots of Glocks being Used....
and if you want Glocks So badly go through and rearm the Maps instead of asking Bku to do it for you.
Raneman
Poster

Posts: 219

Shitposter


« Reply #4044 on: December 12, 2010, 05:15:13 PM »

I didn't ask him to re-arm, I asked him to change how the game handles re-arm scripts so glocks have a chance of appearing even when the script says "weapon_zm_pistol"
hayhay89
Poster

Posts: 100


« Reply #4045 on: December 12, 2010, 05:26:10 PM »

So basically removing all Pistols?

Dont be lazy rearm them...
Raneman
Poster

Posts: 219

Shitposter


« Reply #4046 on: December 12, 2010, 05:53:35 PM »

Good job reading there numbnuts. I said it has a chance of appearing.
hayhay89
Poster

Posts: 100


« Reply #4047 on: December 12, 2010, 06:03:32 PM »

So it does the same thing as A random Spawn?
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #4048 on: December 12, 2010, 06:43:48 PM »

I guess he means making the pistol spawn having 50/50 chance for a five-seven or a glock?
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4049 on: December 12, 2010, 07:05:53 PM »

Maps that have been abandoned can also be rearmed. In fact you should be able to load up an old TTT map in sandbox (with the rearm tool installed), and all the weapons that were placed by the mapper in Hammer will be there. Then you can remove some pistols, replace them with glocks, and export a rearm script.

This is a much better solution than the band-aid solution of making the pistol entity suddenly have a chance to spawn a different gun with different balance properties.
StormX
Poster

Posts: 69


« Reply #4050 on: December 13, 2010, 04:02:02 PM »

Working on another exploit BKU. I'll post back results.
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #4051 on: December 13, 2010, 07:17:21 PM »

Language stuff is complete. You can switch to any language the server has installed on the fly, no restart/rejoin required. I will do some last tests tomorrow and probably push it into the SVN because why not.
Just to give an idea: English -> Swedish

(With some Lua fun you can actually auto-generate a translation. I didn't manually type "bork" a million times. Still debating whether I'll include the "swedish chef" language in the game by default.)

The language file for English sits at around 40KB, which is quite a remarkable amount of text for a gamemode. Only myself to blame, I suppose. People can pick and choose what to translate though. I could imagine leaving the spectator tips English, for example.
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #4052 on: December 13, 2010, 08:31:59 PM »

Maybe you should create a sticky thread with language files
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #4053 on: December 13, 2010, 09:41:02 PM »

I was thinking a thread for each language, so the creators can post about updates. Once/if several of those pop up, a sticky can link to them.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4054 on: December 14, 2010, 09:18:22 PM »

Language update is now in SVN. I have tested a lot of the text, but it's very possible stuff slipped through. This can manifest as text showing as "[ERROR: Translation of <something> not found]", or with Lua errors, or even the wrong piece of text showing when a certain thing happens. That's in order of likelihood.

I will write a translation guide for the site in the near future.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4055 on: December 15, 2010, 11:53:38 AM »

The laws of our universe are being upheld: garry is putting out an update today, before anyone has had a chance to test the TTT changes. It could only be so.
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #4056 on: December 15, 2010, 09:32:47 PM »

Fun! I've already begun work on a Swedish translation. :)
CrazyChicken
Poster

Posts: 604


Beep Beep Boop


« Reply #4057 on: December 15, 2010, 11:27:21 PM »

Language update is now in SVN.

Might experiment with writing a Russian translation. I'll probably cheat and mostly use Google translator but I've been taking Russian for two years and might as well find some use for it. And I say experiment with a Russian translation because I'm guessing my translation won't be too great, seeing as I'm a lazy American and all. We'll see.

Most Neutral Poster
Release: ZM_BlackMesa1, TTT_Bank, TTT_Backalley
All my maps start with "B" hmm...
Darkest_97
Poster

Posts: 286


Hi.


« Reply #4058 on: December 16, 2010, 03:54:50 PM »

Would you consider making there be a short delay after you die before you can unposses your body? Because I like to watch the death through the ragdolls view but I'm usually shooting at the time I die. So I die and click and get out of the body usually then miss it.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4059 on: December 16, 2010, 04:39:34 PM »

Sure. I made it possible to click out right away in case people hated it, but I can make it keep you there for a second at least to prevent accidental clicks like that.
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