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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 1716026 times)
Bad King Urgrain
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« Reply #4460 on: April 25, 2011, 10:20:10 AM »

Both fixed, SVN r1051. Worth mentioning that the timer bug is purely cosmetic, the preparation phase does not actually get longer.

edit: r1052 also fixes an issue created by the gmod update that left mouse sensitivity high when zoomed in. Rifle and binocs now adjust it based on zoom level.
« Last Edit: April 25, 2011, 10:37:37 AM by Bad King Urgrain »
Darkest_97
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Posts: 286


Hi.


« Reply #4461 on: April 27, 2011, 09:32:31 PM »

The report counts option for the weapon placer doesnt count glocks for secondaries. Just sayin.
Bad King Urgrain
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« Reply #4462 on: May 04, 2011, 10:39:26 AM »

SVN r1053:
- Fixed traitors getting 1 point for identifying corpses like innocents do.
- Fixed invisible "unidentified corpse" showing up for desync'd ragdolls.
JoTheShmo
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Posts: 214



« Reply #4463 on: May 05, 2011, 10:29:26 PM »

I don't know if you know this already, or if you'd even consider it a problem, but if someone is "killed" when they are actually already dead, it will still add time to the clock.
Bad King Urgrain
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« Reply #4464 on: May 06, 2011, 06:46:46 AM »

Standard TTT will never do that, so I don't care.
zoobird
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Posts: 108


« Reply #4465 on: May 07, 2011, 05:30:07 AM »

Not sure if this has been requested.  But is it possible to have more than just a random weapon placement in the TTT weapon placer.  Break it down to include separate categories for random primaries, secondaries, and nades.

 
« Last Edit: May 07, 2011, 06:04:49 AM by zoobird »
Darkest_97
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Posts: 286


Hi.


« Reply #4466 on: May 07, 2011, 02:07:44 PM »

Damn I forgot to tell you but you already released an update. Dying post round adds 30 seconds to the display timer also.
Bad King Urgrain
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« Reply #4467 on: May 07, 2011, 03:24:13 PM »

Should already be fixed by the same change that fixed the issue for the prep phase.

Not sure if this has been requested.  But is it possible to have more than just a random weapon placement in the TTT weapon placer.  Break it down to include separate categories for random primaries, secondaries, and nades.

It's possible but I'm probably not going to do more feature requests.
« Last Edit: May 07, 2011, 03:26:36 PM by Bad King Urgrain »
Darkest_97
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Posts: 286


Hi.


« Reply #4468 on: May 07, 2011, 03:40:14 PM »

Did you fix the glocks not counting as weapons in the secondary count for the weapon placer? I posted about it before but you didn't reply and it wasn't mentioned in the update.
Bad King Urgrain
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« Reply #4469 on: May 07, 2011, 05:49:28 PM »

Just uploaded new weapon placer .zip with that fixed: http://ttt.badking.net/rearm-guide#TOC-Setting-up-the-tool
« Last Edit: May 07, 2011, 05:51:20 PM by Bad King Urgrain »
Bad King Urgrain
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« Reply #4470 on: May 11, 2011, 08:43:36 PM »

Another weapon placer update to fix an issue where guns showed up as error models. Same link as above.
jimbodude
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Posts: 36


« Reply #4471 on: May 13, 2011, 01:49:52 PM »

We've had this issue on our server for a while now, but I always assumed it was something custom we had installed, however, I've noticed it on other servers too...

When a player falls to their death, they aren't actually marked as dead. They can still talk to live players both through text, (although in chat they are marked as *DEAD*), and voice chat. Even once their body is confirmed as dead, they continue to be "alive". The only way I've found to fix this is to manually player:Kill() them, which then spawns a ragdoll on their spectator location, resulting in two of their bodies now on the map.
Bad King Urgrain
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« Reply #4472 on: May 13, 2011, 03:07:10 PM »

Does this happen for every person who falls to their death, ie. is it always reproducible?

edit: Looks like a no, just tested and it didn't happen.

By the way, it sounds like the player isn't moved to the spectator team. This could be caused by eg. a custom PlayerDeath hook returning true.
« Last Edit: May 13, 2011, 03:22:31 PM by Bad King Urgrain »
jimbodude
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« Reply #4473 on: May 13, 2011, 03:40:35 PM »

Hmm, very odd. Thanks for checking it out though.

One of my hooks checks for if killer == victim, and then returns false... perhaps that could be the cause.
Bad King Urgrain
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« Reply #4474 on: May 13, 2011, 04:46:45 PM »

Hmm, this is a hook added via hook.Add("PlayerDeath", ...etc) right? If so, you should indeed try changing that to return nil instead.

Looking at the code in gmod that calls hooks, any return value that is not nil seems to prevent the associated gamemode function from being run (ie. returning true or false would prevent TTT's GM:PlayerDeath from happening).
« Last Edit: May 13, 2011, 04:49:49 PM by Bad King Urgrain »
Darkest_97
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Posts: 286


Hi.


« Reply #4475 on: May 13, 2011, 07:54:41 PM »

Just went through the list of TTT servers. Of around 80 servers, I counted 21 with vanilla tags. And none of those had players on them. :(
GrayScare0
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Posts: 404


« Reply #4476 on: May 13, 2011, 08:00:24 PM »

Just went through the list of TTT servers. Of around 80 servers, I counted 21 with vanilla tags. And none of those had players on them. :(

Yeah, I've been having a hard time as of late finding players that will actually play vanilla.  The vast majority seem to prefer custom.  To each their own I suppose.
Raneman
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Posts: 219

Shitposter


« Reply #4477 on: May 15, 2011, 03:26:20 PM »

ECGamers, the most popular server for TTT, and the sixth most popular in Garry's Mod, is vanilla, IIRC.
GrayScare0
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Posts: 404


« Reply #4478 on: May 15, 2011, 04:46:04 PM »

ECGamers, the most popular server for TTT, and the sixth most popular in Garry's Mod, is vanilla, IIRC.

If you can tolerate insanely large player counts, sure.
Tommynator
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Posts: 173

Tommynator is a traitor!


« Reply #4479 on: May 15, 2011, 06:39:30 PM »

and the sixth most popular in Garry's Mod

3rd, actually
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