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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 1710294 times)
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4200 on: January 18, 2011, 09:10:28 PM »

Is it possible to apply the players physics to the ragdoll whenever people die? Because currently if you like jump forward and suicide a ragdoll takes your place but has no acceleration or anything. It just stops mid air.

The thing is that there are a few things interconnected there. It is easy to make suicides look nicer, by transferring the player's velocity to the ragdoll. However, bullet kills currently apply a lot of velocity to the player, so then ragdolls go flying far too much. Okay, so let's reduce the amount of force created by bullets. With some tweaking the ragdolls will now work fine. However, bullets will no longer push physics objects around as much as they do in current TTT (you could call it realistic, meaning things wobble a bit but don't fall over). Last time I messed with that I believe everyone complained for some reason.

Quote
Also, what ever happened to achievments for gmod?

Haven't seen garry mention them for ages and ages. I don't see them ever happening.
Raneman
Poster

Posts: 219

Shitposter


« Reply #4201 on: January 18, 2011, 11:26:23 PM »

BKU, what would you think of a footstep silencing equipement? Maybe we could just add it onto the disguiser, to let me sneak up on people.
JoTheShmo
Poster

Posts: 214



« Reply #4202 on: January 19, 2011, 02:36:01 AM »

Usually a stray TK here and there makes no big difference.  It is annoying, I agree, but not so big of a deal.  It's only terrible when people are baiting and thus spurring several TKs and screwing rounds over for the innocents in my opinion.

I've seen people be karma banned for it.
Charles445
Build Tester
*
Posts: 2338


I LOVE THIS AVATAR


« Reply #4203 on: January 19, 2011, 05:44:44 AM »

I've seen people be karma banned for it.

In order to get karma banned you have to either suck or be extremely gullible.
Either way...

del>Ok, so Bad King, you are just going to wait for Garry to fix?
What an idiotic thing to ask. Dammit weed.

Bookcases, Bookcases Everywhere
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4204 on: January 19, 2011, 09:16:00 AM »

BKU, what would you think of a footstep silencing equipement? Maybe we could just add it onto the disguiser, to let me sneak up on people.

Crouching or walking (ie. ALT) will already silence footsteps. Separate equipment wouldn't be worth it, and the disguiser is already plenty useful.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4205 on: January 19, 2011, 02:37:46 PM »

The spectator thing should be fixed now in SVN (pretty sure it would only happen when in spectator mode).
Ragdolling has also been improved, mostly for non-bullet kills like suicides. Let me know if ragdolls fly off when they shouldn't, there might be a case I've missed.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4206 on: January 20, 2011, 02:32:31 PM »

Latest SVN adds ammo dropping. Key is undo = "Z". You drop your current clip as long as it has 25% of the max bullets in it (to prevent spamming 1 shotgun shell boxes everywhere).
NaRyan
Poster

Posts: 98


Less QQ more Pew Pew


« Reply #4207 on: January 20, 2011, 06:26:50 PM »

Just seen this spammed in server console.

Quote
18:16:08 L 01/20/2011 - 18:16:05: "Gilly xD<92><STEAM_x:x:xxxxxxx><>" disconnected (reason "Disconnect by user.")
18:16:08 L 01/20/2011 - 18:16:05: Lua Error: ERROR: GAMEMODE:'PlayerDeathThink' Failed: [gamemodes\terrortown\gamemode\player.lua:719] attempt to index local 'tgt' (a nil value)


It spammed the lua error for 5 seconds and for what must be several hundred times in those 5 seconds.
Don't know if that players disconnect and lua spam had anything to do with each other.
Using TTT from GMOD svn r788

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 #4208 on: January 20, 2011, 06:58:24 PM »

Fixed in r791. Caused by a typo, should only happen when a spectated player disconnects.
GrayScare0
Poster

Posts: 404


« Reply #4209 on: January 21, 2011, 06:03:49 AM »

Latest SVN adds ammo dropping. Key is undo = "Z". You drop your current clip as long as it has 25% of the max bullets in it (to prevent spamming 1 shotgun shell boxes everywhere).

This is certainly an awesome feature that I wanted in, but I've had some problems with it.  Sometimes it downright refuses to work, yet it works on other occasions.  Sometimes I have to shoot a bullet and reload before I can drop ammo, as it wouldn't let me drop previously and it did as soon as I reloaded.  Other times, it won't let me drop at all (for entire maps).  Any idea why this is?  This is all when I have over 25% ammo by the way.  I'm on the latest SVN, and there aren't any errors or anything.
« Last Edit: January 21, 2011, 06:06:22 AM by GrayScare0 »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4210 on: January 21, 2011, 09:44:50 AM »

Reproduced, working on it now.

edit:
There was a bug with the "is there space in front of you" check (which for some reason did not happen on flatgrass). Fixed in SVN r793.
« Last Edit: January 21, 2011, 11:38:54 AM by Bad King Urgrain »
Tommynator
Poster

Posts: 173

Tommynator is a traitor!


« Reply #4211 on: January 21, 2011, 01:08:02 PM »

Key is undo = "Z".

What about AZERTY keyboards? :s
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4212 on: January 21, 2011, 02:36:31 PM »

In GMod's keyboard settings you can bind a key to "Undo", and that's the key it will use. GMod's default config file puts it on Z, I have no idea if there's a different default for French users. It's not hardcoded to the Z key.
JoTheShmo
Poster

Posts: 214



« Reply #4213 on: January 21, 2011, 09:33:14 PM »

It would be really nice if left click went back a player when spectating, and maybe spacebar could take the job of what left click does now.
Sometimes I want to spectate someone, but accidentally overshoot it by one.

Also if you could scan teleport juice to find the other side of it.
That would be neat.

ALSO, when the teleporter doesn't let you mark a point that's on a prop, it should only do that for prop_physics.
prop_statics should be fine, because they are solid ground, they aren't going anywhere.
« Last Edit: January 23, 2011, 06:35:59 AM by JoTheShmo »
GrayScare0
Poster

Posts: 404


« Reply #4214 on: January 23, 2011, 09:03:10 AM »

BKU, I believe the health station is currently indestructible.  Is this intentional?  I know that it could be destroyed prior to the (much needed) nerf.
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #4215 on: January 23, 2011, 12:06:39 PM »

Detectives can't destroy them, but everyone else can.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4216 on: January 23, 2011, 04:23:18 PM »

You can't damage your own health station, anyone else can damage yours. This makes it harder to buy one, heal yourself, and immediately destroy it (which I felt was lame and not team-oriented).

I'll look at teleporter vs prop_static.
Braegh
Poster

Posts: 25


« Reply #4217 on: January 23, 2011, 07:55:51 PM »

The DNA scanner immediately scanning on retrieval of DNA is pissing me off to no end by wasting my charge. Isn't there an option to disable that WITHOUT having to go into the scanner's menu to disable auto scan every time I get a scanner?
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4218 on: January 23, 2011, 08:45:18 PM »

Not currently, but I could make that setting save.
Sly
Poster

Posts: 81



« Reply #4219 on: January 23, 2011, 08:51:02 PM »

The end-round or new-round sound, I don't remember which it is, doesn't save after you leave the server. IE, turn it on, leave, and it's off again.
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