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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Latest release thread: downloads and changelogs
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Author Topic: Latest release thread: downloads and changelogs  (Read 179487 times)
Bad King Urgrain
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« on: November 20, 2009, 07:23:27 PM »

This topic is here to have an easy to follow place where the latest release is (namely, the last post in this thread). If you're a server admin, you may want to try the "Notify" button in the top right to be informed automatically (assuming it all works).

Only new releases are posted in this thread, it will otherwise remain locked. Discussion about the updates should occur in the main TTT topic or other topics in this section.

I won't include a link here because I'd only forget to update it. Instead, the newest release will always be in the last post of this thread. Should be easy enough to find.


Note: YOU ONLY NEED TO DOWNLOAD THE .ZIP IF YOU RUN A SERVER (dedicated or local). Or if you want to map.
« Last Edit: December 22, 2010, 10:16:39 PM by Bad King Urgrain »
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« Reply #1 on: November 20, 2009, 07:33:27 PM »

Minor update:

- Fixed/improved a bunch of minor cosmetic scoreboard things that I won't list.

- Made empty clip sound only play for the gun's owner. In practice its only use was for annoying others.

- Added scrollbar to the scoreboard when it is in "scrollable mode". It only goes into this mode when the list of players does not fit on your screen, for which you need a fairly low resolution. Mousewheel scrolling was already possible, now a scrollbar is also visible and usable.

- Fixed crowbar to only open doors that would also open with the USE key, when the crowbar's unlocking functions are disabled by the mapper.

- Potential fix for very rare bug where a traitor would not be listed as such in the round report's score tab (and possibly be considered an innocent by the scoring code).

Trouble in Terrorist Town v201109
Bad King Urgrain
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« Reply #2 on: November 24, 2009, 11:14:52 AM »

Changelog:

- Disabled the printing of Last Words to the chat for everything except falling deaths. They will still be shown in body searches. Can also be re-enabled using "ttt_lastwords_chatprint 1".

- Added the last person the victim ID'd (ie. targeted with his crosshair) to the body search results.

- Reworked some behind-the-scenes networking things related to body searches to facilitate future additions.

- Fixed a bug in server-side score computation.

- Fixed error in ttt_print_adminreport. The command now prints only the kill log, which should be sufficient to track down griefers.

- Added a server console warning about cheating when detective mode is on but sv_scriptenforcer is not.

- Updated ttt_readme.txt with many recent additions that weren't in there.

- Entity ttt_map_settings now takes the input "SetPlayerModels" with a model path as parameter, which will set the player model much like the keyvalue does. Note the setting only has effect if set before players spawn, so the input should be fired immediately on spawn. Haven't tested this whole thing, but in theory it should work.

Trouble in Terrorist Town v241109


FastDL: there is a new material in this release (search icon for last ID'd)
Bad King Urgrain
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« Reply #3 on: November 27, 2009, 11:35:05 AM »

Changes:
- Added tagging in scoreboard. Click a player to cycle through the tags. Besides serving as reminder on the scoreboard, they will also show up on your target ID when aiming at the player. Other players do not see your tags.

- Changed wording in "last seen" search result to be clearer about what it is.

- Made "last seen" information disappear after a period of time. It will no longer show in the body search results after that time. The period is equal to the number of traitors (dead or alive) in minutes. So 1 traitor has more of a chance as it will disappear in one minute, and for 3 traitors hiding the body can be effective as it only has to stay undetected for 3 minutes.

- "Unidentified corpse" is now coloured grey, so that it is no longer possible to fake it accurately.

- Made ragdoll dragging easier when dragging at limbs. It will now automatically also drag at the torso a bit, which helps a lot.

- Added first person spectating: while spectating someone, press the Reload key to switch between chase/fps view. You can then use right mouse to cycle through players while remaining in that mode.

- Mapping: made crowbar not press buttons when ttt_map_settings has disabled button unlocking.

- Moved old workarounds to new functionality introduced in recent gmod update. Ongoing process, should not be noticeable (unless there's a bug).

Trouble in Terrorist Town v271109
Bad King Urgrain
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« Reply #4 on: December 01, 2009, 12:19:47 PM »

Changes for v011209:

- Disguiser equipment:
 * When enabled, shows your name as "Disguised person" (light gray instead of white).
 * Fellow traitors and spectators (for admin reasons) see your real name with "disguised" appended.

- When spectating, name of the player you are speccing is shown on the HUD.

- Added "Missing" to scoreboard tags.

- Poltergeist thumper things now explode with their last thump.

- Changed search window icon ordering so that lower priority information is on the right, so you probably won't have to scroll to see important stuff.

- "Time of death" search icon now shows the time directly on the icon.

- When a traitor dies without spending all equipment credits, other traitors can search his body (covertly or otherwise) to receive his credits.

- When dropping your gun, it will now always switch to the crowbar (and therefore never to a traitor weapon that would give you away).

- Experimental: ttt_ragdoll_carrying. When 1, allows players to pick up ragdolls. To prevent excessive throwing, they will drop when moved too quickly or otherwise exposed to too much force. This can make the picking up somewhat twitchy, center of mass (read: posterior) works best. I'm pretty sure players will find new and amazing ways to exploit physics and sling ragdolls across the map, this is why it is off by default. Perhaps it can be tested somewhere to see if it is indeed that bad, because if it isn't it would be a lot nicer than ragdoll dragging.

Trouble in Terrorist Town v011209

FastDL: new Lua file and new material.

edit: Fixed link.
« Last Edit: December 01, 2009, 01:24:46 PM by Bad King Urgrain »
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« Reply #5 on: December 05, 2009, 11:36:12 AM »

Changes for v051209:

- Made Disguiser hide your ID information completely, ie. no "disguised person", and no health or anything either.

- Increased Poltergeist physics punch power, and made it deal some blast damage with every punch (in addition to the stronger explosion when it expires).

- Made font colour for "unidentified body" yellow instead of light grey, to be more obvious.

- Moved voicechat indicators to top left instead of bottom right, where they overlapped weapon selection.

- Round start popup ("you are a traitor bla bla") now looks more in line with the rest of the interface.

- When C4 explodes, the explosion is listed in the Event Log, as well as the point where it was armed. Because only successful explosions create these events, you cannot spam them by constantly arming/disarming.

- Made Event Log not show events for players spawning, because it's not very interesting.

- Fixed Event Log showing deaths with no attacker (eg. falling) as "Something killed <name>" instead of the proper message.

- Fixed C4 explosion sound (from CS:S) not working properly (which was hard to notice because the generic explosion effect did work, and it plays sound too).

- Fixed radio commands showing the name of disguised players.

- Lowered round limit and time limit defaults before automatic mapchange to 6 rounds and 60 minutes respectively. I don't believe the current limits were ever reached in practice, what with RTV and such. Can be customized as always with ttt_round_limit and ttt_time_limit_minutes.

- Widespread maintenance behind the scenes (switching from hooks to overrides wherever hooks were still used, often older code). You should not notice anything, but of course there may be unforeseen consequences.

- Tweaks for experimental ragdoll carrying:
 * Made carry force limit into convar: ttt_ragdoll_carrying_force (default 8000, up from the previous amount of 7000). Increase this if it's hard to do anything with ragdolls, but watch out for too high a value that allows people to sling them easily.
 * Attempted to make pickup slightly easier with small tweaks to avoid immediately dropping again if you hold down the button longer than necessary.

- Basic experimental compatibility with Fretta:
 * Disabled by default. Enabled by editing the file "terrortown/gamemode/fretta_enabler.lua" and changing "FRETTA_ENABLED = false" to say "FRETTA_ENABLED = true". Congratulations, you just coded some Lua.
 * When enabled, players can vote to change the gamemode in the F1 menu (which also contains the TTT help). At the end of a round a message is shown in the top right telling players about this. Additionally, round length defaults to 10 minutes instead of 15 (customize with ttt_roundtime_minutes). That should be the only visible changes.

Trouble in Terrorist Town v051209

FastDL: bunch of new Lua files. No changes to materials.
« Last Edit: December 05, 2009, 11:55:19 AM by Bad King Urgrain »
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« Reply #6 on: December 05, 2009, 02:03:59 PM »

Fixes for v051209:

- Fixed script file missing from clientscripts.txt and getting blocked.

- Fixed dumb typo that broke everything.

- edit: Also fixes chat being printed twice.

Trouble in Terrorist Town v051209b
« Last Edit: December 05, 2009, 02:23:04 PM by Bad King Urgrain »
Bad King Urgrain
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« Reply #7 on: December 05, 2009, 02:39:12 PM »

Yep, it's one of those days...

- Fixed Lua error in magneto stick when dragging/carrying ragdolls

- Fixed possible voice indicator colour oddities

Trouble in Terrorist Town v051209c

(This version will claim it's v051209b because I forgot to update the number. Purely cosmetic.)
« Last Edit: December 05, 2009, 02:43:01 PM by Bad King Urgrain »
Bad King Urgrain
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« Reply #8 on: December 07, 2009, 04:57:21 PM »

This is a pseudo-experimental release as it primarily deals with voice indicators, which are hard to test. Not much else is changed so you can roll it back easily if things break.

- Changed voice indicator colouring mechanics to be more in line with how the voice state is handled server-side, so it should be more consistent with who hears what.

- Fixed voice indicator colour not updating immediately upon receiving voice status information from the server. Caused wrong colours in laggier environments.

- Moved spectated name to top center of screen to avoid overlap with voice indicators.

- Added clientside convar ttt_voicechat_topleft (default 1). Set to 0 to position voicechat indicators in the bottom right instead of the top left. Will take effect next time the game initializes (eg. after a map change). Will be stored automatically in your config.cfg.

- Added icons floating above fellow traitor's heads when you are a traitor. They will only show when the player is being rendered, so they do not have infinite range. Buy a radar if you want that. They should be useful when looking through windows and such.

Trouble in Terrorist Town v071209

FastDL: includes new material
« Last Edit: December 07, 2009, 05:11:17 PM by Bad King Urgrain »
Bad King Urgrain
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« Reply #9 on: December 09, 2009, 11:25:55 AM »

Changes for v091209:

- Added settings tab to Help menu with clientside settings. There aren't many yet, but now that there's a panel it makes more sense to add them in the future.

- Fixed edge case where traitor icons could persist in the next round.

- Added Spectator Propgeisting/punching/nudging/controlling/inhabiting. This post explains the idea, so I'll just list relevant cvars here:

    [li]ttt_spec_prop_control (def. 0): enables the feature. Will be enabled by default if everything works.[/li]
    [li]ttt_spec_prop_base (def. 8 ): base size of the "punch limit." A player's punches charge up to his limit, and it's easier to move things when you have a few charged up.[/li]
    [li]ttt_spec_prop_maxpenalty (def. -6): max. penalty to the punch limit caused by a negative score (divided by two, up to this limit). So by default if you have a score of -10, your limit will be -5 + 8 = 3. If your score is -15, the limit will be -6 + 8 = 2 because -6 is the max penalty. Set this to equal the base limit and bad scorers can't punch at all.[/li]
    [li]ttt_spec_prop_maxbonus (def. 16): max. bonus to the punch limit. Same as above but for positive scores.[/li]
    [li]ttt_spec_prop_rechargetime (def. 1.75): punch reserve recharges by 1 every X seconds, where X is the value of this convar.[/li]
    [li]ttt_spec_prop_force (def. 100): the punch force.[/li]

These explanations are a bit messy, but will hopefully be more understandable after you've seen the feature in action.
 
Trouble in Terrorist Town v091209
Bad King Urgrain
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« Reply #10 on: December 11, 2009, 02:39:31 PM »

Changelog for v111209:

- Added "spectator mode" checkbox to Help & Settings menu. As soon as you enable it, you become a spectator, and will stay that way until you uncheck it and a new round begins. It will persist across games/maps, so if you go AFK and turn on spec mode, and the map switches, you should still be in spec mode.

- Enabled ttt_ragdoll_carrying by default.

- Enabled ttt_spec_prop_control (spectators possessing props) by default.

- Props controlled by spectators will now be labelled with the spec's nickname on the screens of other specs.

- Tilted screen after "leaving" a prop should now get fixed when you press a spectator key like space or a mousebutton. Can't reproduce the issue so don't know if it'll work.

- Fixed the confirmed traitor synchronisation when a traitor disconnects not working as intended, so that a newly joined player would show as traitor on the scoreboard.

- Made the Help text look less drab.

- Made my nickname green on the scoreboard. I don't know why, but even for a gamemode with only a couple of servers, when some players see me they think I am impersonating... me.

- Added server log spam about who killed or damaged whom. Note that damage not dealt by a player is not included (eg. fall damage). Kills of that sort are included.

- Fixed capitalization of radio commands not working properly (ie. "nobody is the traitor" will now be "Nobody is ..." as it should).

Trouble in Terrorist Town v111209
Bad King Urgrain
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« Reply #11 on: December 14, 2009, 03:38:07 PM »

Changelog for v141209:

- You can now right click to cycle backwards through scoreboard tags

- Round report "traitors/innocent win" text is prettier, with a background coloured red/green depending on who won.

- Keybind for disguiser: ttt_toggle_disguise will do what it says on the tin. By default the numpad enter key will also toggle the disguiser on/off (via the "+gm_special 11" binding).

- Buying Radar equipment now immediately makes it start scanning.

- Made name labels on spectated props a bit nicer.

- Added additional measure to properly reset tilted views after leaving a prop as spectator.

- Further decreased chance of becoming traitor twice in a row.

- Added convar ttt_postround_dm (def. 0) to toggle PvP damage after the round ends. Defaults to 0 because the free for all seems to confuse new players and discourages checking out the round report.

- Changed convar defaults for shorter rounds and higher playercounts. Server admins should feel free to put them back to the old defaults if they liked those.
  * ttt_traitor_max now defaults to 4 instead of 3, so 16+ servers will get 4 traitors.
  * ttt_roundtime_minutes now defaults to 10 instead of 15. Whenever I've felt a round was dragging on and no one was dying, it was past the 10m mark.

- Changed HL2DM weapon/ammo entity replacements slightly so that ammo should be next to the appropriate weapon a bit more often (there are still cases where it won't be).

- Added CS:S map compatibility. Weapons and ammo are randomly spawned (amount based on playercount) at the player spawns and hostage spawns.

- Added TF2 map compatibility. Like CS:S compatibility, but weapons and ammo are better spread out because they get spawned at spots like TF2's health/ammo pickups and control points as well as player spawns.

- Finalized Fretta compatibility. Visible changes:
  * When Fretta mode is enabled, a small voting menu is shown at the top of every player's screen where they can vote to continue playing or start a gamemode vote. Everyone is in the "continue" camp by default. Votes are cast by pressing numpad 1 or 2 (as the menu shows).
  * Made scoreboard logo the splash screen image (for now).

- Server logging improvements: traitor/inno state is shown; damage dealt to self is no longer shown

Trouble in Terrorist Town v141209
Bad King Urgrain
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« Reply #12 on: December 15, 2009, 07:00:24 PM »

Small one:

- Fixed error in round report when the round ended because the time limit was reached, rather than all innocents/traitors dying.

- Made CS:S maps show up in Fretta map votes.

Trouble in Terrorist Town v151209
Bad King Urgrain
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« Reply #13 on: December 18, 2009, 06:50:08 PM »

Changelog for v181209:

- Fretta is now enabled by default. That sounds scary but won't be (probably). Disable Fretta voting using "fretta_voting 0" in your server.cfg, if you don't want it.
 * The voting is the only thing Fretta really is, especially in TTT, so once it's off you shouldn't notice any weird shit happening.
 * Even with voting on, if you only have one gamemode installed there won't be much different, except people have another way of voting for a new map.
 * Alternatively, you could grab some more Fretta gamemodes people are making and put them on your server, if you're feeling open-minded.

- Fixed ammo exploit for weapons with the same ammo type, ie. the m16 and pistol, that let you go over the max amount of bullets by picking up a gun that had ammo stored in it while you were already at the max.

- Fixed traitors forcing C4 time down by failing disarm attempts. Now when a traitor fails a disarm, no time is subtracted.

- Added "save log" button to Round Report window, which will save that round's Event Log to your harddisk in a text file (in /garrysmod/data/ttt/logs/). Someone requested this.

- Added ttt_random_weapon and ttt_random_ammo entities that turn into a random weapon/ammo, different each round.

- Added MAC10 ammo box to FGD. (Hey mappers, you could've told me about this one)

- Fixed tiny cosmetic issue with "time of death" search result icon's opacity.

- Made traitor/innocent states sync with clients an extra time, shortly after a round has started. Hopefully this will prevent interface inconsistencies for players who spawn exactly as the round is starting and happen to be selected as traitor.

- Some small optimizations here and there. I'm putting this here because you never know when such changes randomly break things.

- Added GMod Sandbox mode STOOL, ie. tool gun menu/mode, that lets you place weapon and ammo spawns on maps and store those positions in a script that can be put on servers and will make the weapons/ammo spawn as you placed them. Basic info here, and a bit more in the readme.txt in the /gamemodes/terrortown/addons/ directory in the .zip. More info coming sometime soon.

Trouble in Terrorist Town v181209


As usual with large updates, keep in mind that you can always switch back to the previous version if things break terribly, until a fix is released. I know that's not news to admins who have been running TTT servers for a while, but the number of servers has been increasing lately, so just wanted to put that out there.

edit:
Updated this .zip (see time of edit) with tiny fix to the STOOL (bad default value somewhere). Servers don't need to re-download if they already have it because nothing else changed.
« Last Edit: December 18, 2009, 08:15:25 PM by Bad King Urgrain »
Bad King Urgrain
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« Reply #14 on: December 20, 2009, 10:50:56 AM »

Changelog, v201209:

- Added extra check to prevent jury-rigged spawnpoints (those added when there aren't enough on the map) from being created outside the world. May fix people getting spawned in walls.

- Fixed spectators being able to possess certain doors and buttons (without being able to affect them).

- Made weapons extinguish when they are picked up, if they were on fire.

- Tweaked knife melee range and hit detection

- Added toggle to allow spectators to possess props with a targetname set. It will default to enabled on maps without the ttt_map_settings entity (such as HL2DM maps like dm_island17, where you can now possess all props), while on maps WITH a ttt_map_settings it will default to disabled (eg. thething). Mappers can use a setting in that entity to enable/disable it on their map.

- Added auto ammo spawn to ttt_random_weapon. Mappers can now specify the number of matching ammo boxes to spawn.

- TTT Weapon Placer STOOL updates:
 * Posted a guide, includes info on new additions
 * Added player spawn placing
 * Added random weapon and random ammo placing
 * Improved placed entity behaviour when using other tools such as the duplicator
 * Changed script filename format from mapname.txt to mapname.ttt.txt

- Fixed weapon scripts being read from /garrysmod/data/ttt/maps/ instead of from /garrysmod/maps/

- Added weapon script for de_dust, adding player spawns, ammo, and many, many weapons.

Trouble in Terrorist Town v201209

The new weapon script filename format means you will have to rename scripts made with the previous version from mapname.txt to mapname.ttt.txt. This is a hassle, I know, but it's necessary to avoid clashing with other stuff using mapname.txt files. The scripts are fully compatible otherwise.

Also note that clients do not need the weapon scripts, so they don't need to be on fastdl or anything.
« Last Edit: December 20, 2009, 10:55:15 AM by Bad King Urgrain »
Bad King Urgrain
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« Reply #15 on: December 20, 2009, 06:09:16 PM »

This is the "BKU is dumb" update:

- Fixed Weapon Placer failing to export file because GMod does not like the filename. Scripts are now named "mapname_ttt.txt". So a period becomes an underscore.

Trouble in Terrorist Town v201209b

It really really sucks that everyone has to rename their files again. Sorry about that. Sure, there's no reason for GMod to refuse to save ".ttt.txt", because it's still .txt, but I should have caught this in testing. I was sure I tested it too, but it looks like I tested every part of the process except checking if the exported file was really being written.

Anyway, I tested the whole cycle from export to in-game now.
Bad King Urgrain
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« Reply #16 on: December 24, 2009, 10:50:00 AM »

v241209:

- Reworked HL2DM weapon/ammo replacement. Code has been simplified and (probably) sped up.
 * The ammo and weapon removal convars have been removed, they weren't used (or useful) in practice and they complicated stuff.
 * When entities are imported from a placement script, all HL2DM weapons and ammo are now removed as they should.

- Added placement scripts for all standard CS:S maps. The contributors who provided all but two of these scripts were: Ajunk, Broadsword, eeny, JossiRossi, that guy, and worbat.

- Added unobtrusive hint on spectator HUD about basic keys (switching through players, prop possession)

- Fixed players in spectator mode who disable spec mode during prep not getting spawned when the round starts.

- Fixed the top MAC10 kills award text being too long, getting clipped.

- Weapon Placer STOOL improvements:
 * Count button that prints a report of the number of primary weapons, secondary weapons, grenades, etc.
 * Added dialogues for importing and exporting that allow you to change the name of the file.
 * Entity list now shows more descriptive names rather than the raw entity classes.
 * Ammo is now placed by selecting the matching gun and right clicking, rather than separate entries in the list.
 * It is now possible to make random weapons create ammo by manually editing the script. See de_piranesi script for an example, and the "manual editing" part of the script guide for more details.

Trouble in Terrorist Town v241209
« Last Edit: December 24, 2009, 10:57:22 AM by Bad King Urgrain »
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« Reply #17 on: December 28, 2009, 07:32:31 PM »

v281209:

- Added tutorial/quick-help, a short 5 step intro to TTT that can be viewed in the Help and Settings menu under F1.

- Made the tutorial the first tab you see in that menu, and moved the Fretta gamemode vote button to its own tab.

- Changed how help content is transferred to clients. Now resides in /garrysmod/help/ttt/. Sadly because Garry doesn't let me autodownload .html files for some reason, you can't view them in your browser (without renaming the .txt files to .html).

- Improvements to chat indicator colouring for traitors, should now turn green more reliably if another traitor is using global chat.

- Added basic AFK detection: if the round has started and you do not move your crosshair or your mouse cursor for two minutes, you are moved to spectator mode. It warns you at half that time period, and once you do get moved it shows a dialogue box that lets you immediately disable spectator mode. Of course you will remain spectator until next round starts. Servers can customize the time using ttt_idle_limit (in seconds, default 120).

- Added "Mute all innocents" checkbox to settings.

- Added note in Disguiser control panel about the Numpad Enter key for it.

- Made poltergeist physics punches slightly stronger.

- Fixed game attempting to automatically start a radar scan after buying equipment items that are not radars.

- Removed "Controlled by ..." targetID text, which was unnecessary since the addition of permanent labels on possessed props.

- Added hooks for server plugins: TTTPrepareRound (called when prep phase starts), TTTBeginRound (when round begins and traitors are selected), and TTTEndRound (when one of the teams wins). Use as you would any GMod hook.

- Weapon placer STOOL:
  * Fixed typo in export command preventing export from happening, problem only manifested when no existing script was present for the map.
  * Fixed rifle ammo entity being wrong.

Trouble in Terrorist Town v281209
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« Reply #18 on: December 28, 2009, 10:43:50 PM »

v281209b:

- Fixed Lua file missing from autodownload and scriptenforcer manifest.

Trouble in Terrorist Town v281209b
« Last Edit: December 28, 2009, 11:11:06 PM by Bad King Urgrain »
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« Reply #19 on: December 30, 2009, 09:56:00 AM »

v301209:

- Added Traitor equipment: Radio
  * When bought, appears as a "weapon" in your inventory. When you have it out, you will look like you are holstered to others.
  * Click to place it somewhere. This will drop the radio in the world, you can carry it around with your magneto. Like C4 without the arming process. Press E on it to pick it up again.
  * Weapon fire will destroy it.
  * In your Traitor Menu, there will be a "Radio" tab with a soundboard.
  * Press a button to make the radio play a sound. The Scream and Explosion ones play a single sound, the various gunshots play a semi-random number of shots that respect the firing rate of the various guns and have a bit of random delay between them to sound more natural. Automatic weapon buttons play them in continuous bursts.
  * You can queue up up to 5 sounds at any one time (to avoid spam). They will play in the order you pressed the buttons in, so you can easily simulate a shotgun kill by first clicking "Shotgun shots" and then "Scream". You do not have to keep the menu open after telling the radio what sounds to play.

- C4 indicator on Traitor HUD now updates if the explosion timer changes because innocents try to disarm it and get a code wrong.

- If Traitor Ted dies because he was too close to the C4 planted by Traitor Todd when it exploded, then Traitor Todd no longer gets points deducted for a teamkill. Instead, it is considered a suicide by Traitor Ted (because he didn't pay attention to the C4 indicator).

- Suiciding by explosion now has its own event log description.

- Prevented switching to first person mode when spectating things that aren't players (props, ragdoll).

Trouble in Terrorist Town v301209
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