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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 179276 times)
Bad King Urgrain
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« Reply #60 on: July 17, 2010, 12:09:20 PM »

Version 1:

The version numbering scheme is changing, because we're nearing the point where TTT will ship with GMod, which seems like a good time. It will now simply increment with every version I release. There is no underlying significance to calling this "version 1", it's not any more finished or unfinished than other releases.

On with the changes:

- Changed weapons like the HUGE and MAC10 to have a larger spread with less recoil. Previously their inaccuracy was mostly based on recoil, which was too easy to compensate for.

- Poltergeist range increased, and recharge delay decreased.

- Teleporter reworked:
 * Much faster teleporting, so you're less vulnerable.
 * Much quieter, the build-up sound is only audible at very short range. The "zap" is also quieter.
 * Completely reworked graphical effects to be nicer and more subtle.
 * 16 charges instead of 8.

- Changed some cvar defaults to be better for new servers/players: Haste Mode now defaults on (disable with "ttt_haste 0"), and players are now auto-kickbanned for 60 minutes when getting less than 400 karma (disable with "ttt_karma_low_autokick 0").

- Added Detective-only text-based teamchat, and tuned some of the chat colouring for readability.

- Increased physics force of bullets, which had decreased as a side-effect of previous update's weapon damage fixes.

- Fixed Teleporter killing you if there was a corpse at your destination.

- Fixed kill notifications showing up for NPC deaths.

- Fixed C4 warning indicator not moving when the C4 moves.

- Fixed parented func_brush and info_target getting removed by GMod's map cleanup, as well as env_beam breaking. Might have side effects, tell me if beams on maps look weird where they didn't before.

Trouble in Terrorist Town v1

Changes in directories:
 /gamemodes/terrortown/


The weapon placer STOOL and the icon template PSD are no longer included. They can now be found in the rearm guide and custom weapon creation guide at the site.

Did I mention I wrote a custom weapon guide because people constantly ask me questions about them? Because I did, and it's right here.


EDIT: changelog said to disable haste mode with "ttt_haste_mode 0", this is wrong: it should be "ttt_haste 0". The readme is wrong on this as well.
« Last Edit: July 17, 2010, 07:01:31 PM by Bad King Urgrain »
Bad King Urgrain
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« Reply #61 on: July 22, 2010, 11:07:06 AM »

Version 2:

- Added auto-kick of players who change their name during a round. Toggled by ttt_namechange_kick (default 1), with tempban time set by ttt_namechange_bantime (default 10, in minutes).

- Improved Teleporter effects to include a graphical effect on the teleport destination. Looks nicer and serves as a warning to people standing there.

- Fixed teleporting player being pushable with Discombobulator and other push weapons, causing weird telefrags etc.

- Fixed falling damage being half of what it should be.

- Magneto-stick now has a stronger hold on carried corpses, and pushes corpses with more force.

- Added hook that can be used to customize the colours of scoreboard names: TTTScoreboardColorForPlayer. Check hooks section in readme for an example.

- Fixed a few tips that were still referencing the removed Beacons.

- Fixed ttt_haste convar being written as ttt_haste_mode in the readme. Make sure your server.cfg has it correct, if you want to disable Haste Mode.

Trouble in Terrorist Town v2

Changes in directories:
  /gamemodes/terrortown/
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« Reply #62 on: July 26, 2010, 02:29:02 PM »

Version 3:

- Improved ragdoll manipulation with the Magneto-stick. Carrying a corpse will now always use the pelvis bone of the ragdoll no matter where you aim, as that is the most effective way to carry. Your view will snap to that same area when you pick up the corpse, to prevent it immediately falling again. Pushing has been weakened, as it was glitchy and bad.

- Falling on another player will hurt them and cushion your fall. They receive your original fall damage, while you get only half. An award has been added for killing someone this way.

- Crowbar kills are now silent, victim will not do a death scream (same as knife, silenced pistol, headshots).

- Found a way of networking corpse data through datatable vars. Things like the corpse name and identification status should now be more reliable.

- Game description in server browser now shows the version number (eg. "v3") as well as an indicator whether the server uses custom weapons/items in the form of an asterisk ("*"). So a modded server will show "Trouble in Terrorist Town v3*" in full, while a vanilla one won't have the *.

- Fixed error in weapon spawning fallback for weaponless maps that do not have a rearm script.

- Fixed thrown knife being catchable with the Magneto-stick.

Trouble in Terrorist Town v3

Changes in directories:
  /gamemodes/terrortown/
Bad King Urgrain
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« Reply #63 on: July 29, 2010, 11:21:08 AM »

Version 4:

- The Noclip key, bound to V by default, now switches to slot 7 and back, much like the gravgun key in HL2DM. The command is ttt_equipswitch.

- Moved the mute team key for spectators to F2, from Alt, to avoid issues when alt-tabbing.

- Added the command ttt_quickslot <number> to instantly switch to a given slot without using the menu.

- Equipment Menu now closes automatically on round end, and the DNA Scanner menu closes properly when the weapon is removed (due to a new round starting).

- Reduced Magneto-stick pushing range, and added a little effect when holding an item.

- Fixed a longstanding issue in the Magneto-stick that caused carried objects to jitter, which in turn made them drop easily. This fix should help ragdoll carrying.

- Fixed traitor crosshairs not being red.

- Fixed death by crushing damage showing a weapon in the search result, and not having its own description in the round report.

- Fixed DNA Scanner and Binoculars model being visible in places they shouldn't.

- Fixed knives in corpses being carryable.

- Fixed Lua error in teleporter effects in a rare case.

- Added hook: TTTDelayRoundStartForVote. It's called before a new round starts, if the hook returns true the round will be delayed 30 seconds (and then the hook is checked again). Use this with the TTTEndRound hook for running map votes after a round.

Trouble in Terrorist Town v4

Changes in directories:
  /gamemodes/terrortown/
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« Reply #64 on: July 29, 2010, 03:06:03 PM »

Version 5:

- Fixed error spam when a Detective dropped his DNA Scanner on death.

- Fixed "replace spawns" option in rearm scripts not working as intended, due to the map's original spawns still being present at the start of the first round played on the map.

Trouble in Terrorist Town v5

Changes in directories:
  /gamemodes/terrortown/
Bad King Urgrain
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« Reply #65 on: July 30, 2010, 02:41:41 PM »

Version 6:

- Fixed players not respawning at spawnpoints but at their current location.

- Damage done by thrown props is now attributed to the throwing player. This means propkills should now affect score and karma.

- Fall damage increased a bit, it still seemed low.

- Possible fix for occasional draw.lua error spam.

Trouble in Terrorist Town v6

Hopefully the last urgent update in a while.

(Let's assume an update only changes Lua scripts unless otherwise noted, copypasting the same "changes in directories" bit feels useless)
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« Reply #66 on: July 31, 2010, 09:52:16 AM »

Version 7:

- Fixed case where a voice indicator would screw up and cause error spam.

- Fixed C4 and health station showing "search for credits" hint for traitors.

- Stricter limitation on upward velocity created by Discombobulator push. Should prevent cases of it randomly pushing people very high.

- Target ID hints (like "USE to disarm") are now set in the SENT rather than hardcoded. Check the C4 and health station code if you have a custom entity you want a hint for.

Trouble in Terrorist Town v7


This should finally be the last in this series of consecutive updates, if the error spam is indeed fixed.
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« Reply #67 on: August 03, 2010, 01:13:11 PM »

Version 8:

- Fixed deagle ammo not working on ZM maps

- Fixed silenced pistol not allowing pistol ammo pickup

- Fixed message saying "muted joining" when disabling spectator voice muting with F2

- Increased default prop possession punch recharge rate, and documented convars in readme

- Increased safe falling distance, and increased damage reduction when landing on a player from half the damage to a third. Your victim will still take the full force of your fall.

- Made movement keys reset view roll while spectator, if there the view is rolled (which should never happen).

- Removed Magneto carry effect due to weird glitches.

- Added zoom sound for rifle zoom.

- Fixed body search results obtained during the preparation phase not being reset when the round starts and the dead people respawn.

- Fixed voice indicator of a kicked/disconnected player not getting removed properly.

Trouble in Terrorist Town v8
« Last Edit: August 04, 2010, 07:59:32 AM by Bad King Urgrain »
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« Reply #68 on: August 04, 2010, 08:03:51 AM »

Just making sure it's clear that there is a download for v8 available now:

Trouble in Terrorist Town v8

Don't ask me why v7b shipped with gmod instead of v8. Jets of steam will come out of my ears.
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« Reply #69 on: August 18, 2010, 08:42:17 AM »

Version 9 was released with GMod update 95. Here is the full changelog:

New features

    [li]Weapon switching menu is more configurable. In the Settings tab of your F1 menu, you now find an option for making the menu never auto-close, and an option for the "fast weapon switch" that also exists in other Source games.[/li]
    [li]HUD-based Traitor buttons allow traitors to interact with the map without anyone seeing them. When playing on Zombie Master maps, the manipulates are now controlled by these buttons. See "mapping" section below for more information.[/li]
    [li]DNA Scanner now continues recharging and auto-scanning even while holstered.[/li]
    [li]Newton Launcher now has a secondary charge-up firing mode allowing you to fine-tune how far it pushes your target.[/li]
    [li]Quickchat messages ("I'm with X" etc) now count as someone's Last Words if they were sent just before death.[/li]
    [li]Experimental silly hat for detectives on certain playermodels (phoenix and arctic). Servers can disable with ttt_detective_hats 0.[/li]



Balance

    [li]Headshot damage multiplier reduced for the HUGE and MAC10, and significantly increased for the UMP.[/li]
    [li]UMP view punching is now stronger.[/li]
    [li]Newton Launcher sound is less obvious and has a much shorter range in which you can hear it.[/li]
    [li]Disguised Traitors will not appear on a Detective's radar. They will still show on fellow Traitor radars.[/li]
    [li]C4's penalty for a wrong disarm code is now much higher at longer fuse times. The penalty is shown in the arming screen.[/li]



Fixes

    [li]Fixed clientside NPC ragdolls not being cleaned up when a new round starts.[/li]
    [li]Fixed rare Lua error in weapon HUD drawing code.[/li]
    [li]Fixed traitor voice indicator colour flickering.[/li]
    [li]Fixed damage log reporting values that were too high in certain specific cases.[/li]
    [li]Fixed C4 wrong disarm code time penalty always being 1 second.[/li]
    [li]Fixed "switch to previous weapon" (lastinv) command not working right with the Holstered weapon.[/li]
    [li]Fixed spectator "living player" muting remaining active while you're alive if you turned it on just when a new round starts.[/li]
    [li]Fixed issue on Linux servers where the DNA scanner menu would error.[/li]
    [li]Spectator pressing USE on a player will now properly spectate that player instead of pseudo-possessing him.[/li]
    [li]Tweaked text of certain awards and their likelihood of appearing in the highlight listing.[/li]



Mapping

    [li]New entity: ttt_traitor_button. This is a button only visible to Traitors, shown on their HUD, from which they also press it. Allows you to have easy traitor-only buttons without having to protect them from innocents.[/li]
    [li]New entity: ttt_damageowner. Allows you to make an entity's damage and kills be attributed to a player. Meant for making traps and such give points to the player that enabled them. They will also get reported properly in the round report instead of "Bob was killed by something". Instead it will be "Bob was crushed/fried/exploded by Joe using <name you specify>".[/li]
    [li]The mapping guide has been updated with information on these entities and an example map.[/li]



Modding

    [li]Headshot damage multiplier is now defined in each SWEP, allowing custom weapons to mess with it.[/li]


Server and admin stuff

    [li]Almost all of the gamemode's stuff is now in /gamemodes/terrortown/content/. GMod automatically loads it from that location, so not much should change. You should put all your maps and custom content in the same place you've always been putting it. For FastDL, you may want to copy all the stuff in /content/ into the main garrysmod directory, though in practice no one will have to download that stuff anyway.[/li]
    [li]The first round after a map load now has a longer preparation phase by default so more people can spawn. Customizable via ttt_firstpreptime.[/li]
    [li]Use of ttt_print_traitors and similar commands is now logged to the console.[/li]
    [li]The ttt_print_damagelog can now be used by all players during the post-round phase (note that for the command to work at all, ttt_log_damage_for_console must be 1).[/li]
« Last Edit: August 18, 2010, 09:07:48 AM by Bad King Urgrain »
Bad King Urgrain
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« Reply #70 on: August 19, 2010, 08:03:39 AM »

Version 10:

- Fixed error in admin commands when used through RCON.

- Added ttt_credits_alonebonus (default 1), which specifies the number of bonus credits the traitor should get when he's the only traitor that round (when there's less than 8 players).

- Smoke grenade performance (in the FPS sense) has been improved. The number of particles it uses was reduced by 60%, but it should still provide a similar amount of cover for whatever you're doing behind that cloud of smoke.

- Set ttt_detective_hats to 0 by default due to cosmetic glitches.

- Made ttt_traitor_pct convar not auto-notify clients when it's changed. This allows servers to vary it automatically through scripting without players knowing.

Trouble in Terrorist Town v10

This is a small update released purely because of the RCON bug. If you don't use RCON, you don't really need to update, unless you want to of course. Just don't complain to me about the hassle of updating in that case.

You can also pull down these changes from the official gmodgame SVN if that's your preferred method.
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« Reply #71 on: August 24, 2010, 07:36:32 PM »

Version 11 was released with GMod update 96, here's the detailed changelog:

- Fixed lastinv (used by certain weapon switching keys) not working for certain equipment, like the DNA Scanner and Teleporter among other things.

- Fixed players who join as spectator during a round and then enable spec-only mode getting shown as "Missing in Action" instead of "Spectator".

- Detectives can now drop their DNA Scanner. I don't remember why I disabled this when I made them standard equipment for detectives. Maybe I had a good reason, we'll find out soon enough.

- Changed tutorial to use images as its pages. I updated the tutorial text a bit in the process. The old method used HTML in a browser panel, but the browser can't read from the gmod GCF, leading to issues since the inclusion in gmod.

- Removed "Help" tab from settings menu, people are better off reading it on the site (perhaps using Steam's browser).

- For mappers:

    [li]ttt_map_settings now has outputs that fire when the round starts/ends etc. FGD should get you started, I'll update the mapping guide soon.[/li]
    [li]ttt_weapon_check used players' feet position to determine if they were inside the brush, now it also checks the centre of their body. Should make it easier to use.[/li]


edit:
Mapping guide has been updated with links to the most recent FGD and example VMFs.
« Last Edit: August 25, 2010, 10:49:26 AM by Bad King Urgrain »
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« Reply #72 on: August 25, 2010, 07:55:41 PM »

Version 12 came unexpectedly with an emergency Linux server update for Gmod, so there's only some small changes:

- Fixed Lua error on server when a ttt_map_settings entity had no outputs (ie. most of the time). It was otherwise harmless.

- Fixed Binoculars showing a viewmodel (crowbar) when zoomed in far.

- Reworked Binoculars icon.
« Last Edit: August 25, 2010, 07:56:48 PM by Bad King Urgrain »
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« Reply #73 on: September 07, 2010, 06:36:15 PM »

Version 13 rolls in with GMod update 97 after you do your Steam restart ritual. The detailed changes:

New features

    [li]Pushing someone into a trap or other map-based death will now count as your kill.[/li]
    [li]Rifle now has a scope texture and reworked crosshair while zoomed in.[/li]
    [li]Optional sound cues when a round starts and ends can be enabled in the Settings menu. This is meant for people who read a book while dead or something.[/li]
    [li]Numerous icons have been tweaked a bit in various ways.[/li]



Balance

    [li]C4 beep frequency is now dependent on the time remaining on its fuse.[/li]
    [li]C4 beep loudness is now dependent on its initial fuse time. So a 10 minute C4 is quieter than a 1 minute C4, even if they both have 30s on the clock. Every failed disarm attempt makes it louder, for effect.[/li]
    [li]Karma now has a stronger effect on your damage penalty for higher karma values. Previously any karma above 800 was pretty much equal to 1000, now you'll get a more significant damage penalty sooner. See server/admin section below.[/li]



Fixes

    [li]Fixed Magneto-stick allowing you to throw players who stood on the prop you carry, which enabled map exploits. You will now drop the prop as soon as someone stands on it.[/li]
    [li]Fixed Magneto-stick not respecting FVPHYSICS_NO_PLAYER_PICKUP. This was allowing it to pick up constrained entities (dm_richland seesaw) that would then glitch out.[/li]
    [li]Fixed DNA sample disappearing if the originating corpse was burned or otherwise destroyed.[/li]
    [li]Optimized HUD drawing code, might help performance on low-end computers.[/li]
    [li]The "T" icon above fellow traitors is now more opaque and easier to see.[/li]
    [li]Replaced the "you are idle" dialog window. This should fix issues where you couldn't click the buttons on it in some situations.[/li]
    [li]Fixed error when sorting on the alive-ness column in the round report.[/li]
    [li]Fixed an equipment buy overriding a pending order, when you ordered something in a constrained space and then bought something else immediately after. The second purchase will now be prevented.[/li]
    [li]Fixed various errors related to GMod's new userdata type checks.[/li]
    [li]Fixed possible error when a player was killed while charging his Newton Launcher.[/li]



Mapping

    [li]Magneto-stick no longer has infinite force, so traps should no longer be blockable as long as you make the physics objects (rolling boulders and whatnot) involved very heavy. If you find a situation where it's still problematic, let me know.[/li]



Server/admin

    [li]ttt_karma_strict (def. 1): Enables the new stricter damage penalties. Set this to 0 to return to the old stuff. Keep in mind that the stricter damage penalties are more in line with the strict anti-RDM policy most servers have, and if your server has that you might just want to keep this enabled.[/li]
    [li]ttt_voice_drain (def. 0): Experimental. Enables a voicechat battery that empties as a player uses voice and recharges when he doesn't. If emptied, the player cannot speak for a few seconds. Meant to discourage micspamming. I need feedback based on real-world mic usage about how well this works out, and about possible tweaks for the convar settings:

      [li]ttt_voice_drain_normal (def. 0.2): Battery drain per tick of voicechat for non-admins.[/li]
      [li]ttt_voice_drain_admin (def. 0.05): Battery drain per tick of voicechat for admins.[/li]
      [li]ttt_voice_drain_recharge (def. 0.05): Battery recharge per tick of no voicechat.[/li]
    [/li]
    [li]Damagelog now takes a player's Karma damage penalty into account for the damage values.[/li]



---

Certain important things have changed in GMod as well. It is not unlikely that we'll see some problems caused by those changes, rather than the ones made to TTT. Extra GMod updates may therefore happen in the next few days, so keep an eye out for those if you run a server.
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« Reply #74 on: September 22, 2010, 07:55:30 AM »

Version 14 is in GMod update 100, out now. Changes:

New features

    [li]C4 menus now let you destroy the bomb to quietly get rid of it. Mainly intended for detectives/innocent who don't want anyone to get their hands on it.[/li]
    [li]Grenades you're about to throw when you die will drop on the ground in armed state, meaning they will still explode.[/li]
    [li]Water now extinguishes players, corpses, etc. If you can get a corpse in water after it's flaregunned, it will not be destroyed.[/li]
    [li]Rearm scripts for nearly all CS:S maps have been updated, fixing some spawnpoints, tweaking some placements, and adding extra weaponry in the form of random weapon spawns.[/li]



Balance

    [li]Discombobulator jumping is no longer super-reliable.[/li]
    [li]Discombobulator pushing mechanics have been reworked to be more reliable in normal usage.[/li]



Fixes

    [li]Fixed exploit where spamming the flashlight could be used to mute your gun sounds. There is now a delay between flashlight toggles.[/li]
    [li]Fixed Lua error on server related to ttt_map_settings outputs.[/li]
    [li]Fixed the round end "continue" vote interfering with a running Fretta gamemode vote.[/li]
    [li]Fixed unspecific message when trying to get a DNA sample of a killer who has disconnected.[/li]
    [li]"Preparation phase began" message is no longer shown in round report, because it was useless.[/li]



Modding

    [li]Improved documentation on custom item IDs in equip_item_shd.lua, and increased the number of items the game supports.[/li]



Server/admin

    [li]Auto-bans (karma, namechange) will now use a server admin plugin to perform the ban, if one is detected. Currently ULX and Evolve are auto-detected. You can specify Sourcemod as well, using the ttt_ban_type convar. It defaults to "autodetect", but can be set to "sm" (Sourcemod), "ulx", "evolve", or "gmod" (standard banid).[/li]
    [li]Damagelog now lists detectives properly rather than calling them innocents.[/li]


Bad King Urgrain
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« Reply #75 on: October 07, 2010, 05:59:47 PM »

Version 15 comes with GMod update 102. Changes:

New features

    [li]Traitor/Detective equipment has been split into slot 7 and slot 8. You can carry one of each type. This means you can carry both a Silenced Pistol and a Teleporter, for example.[/li]
    [li]"Visualizer" weapon for Detectives. Drop it near a corpse that was killed with a gun, and it will show you where the shooter was when he shot the victim. You can pick it up again afterwards, it's infinite use.[/li]
    [li]Teleporter is available to Detectives again, as it was a long time ago.[/li]
    [li]New quickchat command for alive-checking.[/li]



Balance

    [li]Knife no longer kills instantly. Two stabs are required to kill a full-health victim. Note that the knife stays in your inventory until you kill someone with it (or drop it), you don't need two different knives or something. Knives stuck in corpses no longer have DNA. Discussion thread is here, more balancing will happen in future updates where necessary to compensate for the weaker knife.[/li]
    [li]Increased range on Knife stab to make it more reliable.[/li]
    [li]Corpses must be identified before the killer's DNA can be retrieved.[/li]



Fixes

    [li]Fixed flashlight exploit used to silence any gun, by preventing the flashlight click sound from ever playing. The delay on toggling your flashlight has been removed as it is no longer needed.[/li]
    [li]Fixed Last Words exploit where a non-numeric id let you send messages and ghost.[/li]
    [li]Fixed C4 removal also deleting DNA samples retrieved from that C4.[/li]
    [li]Removed health station blinking light, it was glitchy.[/li]
    [li]Fixed health station handling melee damage differently from gun damage.[/li]
    [li]Fixed auto-bans using Sourcemod compatibility not having a properly quoted reason set.[/li]
    [li]Fixed traps in a map that dealt drowning or bullet damage not properly listing both the trap name and the attacker, when ttt_damageowner was used for that purpose.[/li]
    [li]Menu text that mentions the key for something now shows the actual key you've bound, rather than the gmod default.[/li]



Mapping

    [li]Added ttt_credit_adjust entity, for giving or taking credits from a player. Check the mapping guide for the updated FGD, as well as more information on the new entity.[/li]



Server/admin

    [li]Experimental: ttt_karma_persist (def. 0). When enabled, player's karma values are stored persistently at the end of the round or when a player disconnects, and loaded when they join. Hence, karma becomes persistent across map changes and play sessions. Note that this feature has known issues, such as the karma not resetting when someone is autobanned. This will be addressed soon in the latest SVN build, and of course the next gmod update.[/li]

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« Reply #76 on: October 20, 2010, 08:01:18 PM »

Version 16 comes with GMod update 104. Changes:

New features

    [li]Decoy equipment for Traitors: shows a fake radar blip at its location, and redirects any DNA scans made on your DNA to that spot until it is destroyed.[/li]
    [li]C4 disarming has been replaced by a new system which involves cutting wires rather than spamming numbers.[/li]
    [li]Players can now give credits to other players who are also Traitor/Detective.[/li]



Balance

    [li]Silenced Pistol sound range has been reduced, ie. it's unhearable past a shorter distance (regardless of your volume).[/li]
    [li]Newton Launcher now also has a much lower sound range, and is more accurate.[/li]
    [li]C4 beeping is quieter at shorter timer settings.[/li]
    [li]Teleporter no longer kills the user when he tries to teleport into a prop, instead the teleport is prevented. By default, the same happens when a player is blocking the spot, unless a cvar is set (ttt_teleport_telefrags 1).[/li]
    [li]Visualizer now drops and activates when its owner dies, so it will show the owner's death scene after a delay.[/li]
    [li]Traitors now start with 2 credits by default instead of 1.[/li]
    [li]Crowbar damage was reduced a tad.[/li]



Fixes

    [li]Fixed the "alive?" radio command not working.[/li]
    [li]Fixed C4 pickup not working.[/li]
    [li]Fixed flaregunned corpses still being search-able while they burn.[/li]
    [li]Fixed players killed by the AFK check showing as MIA instead of Spectator.[/li]
    [li]Changed model on Newton Launcher to fix a glitch in the rocket launcher model that caused a muzzleflash when it was pulled out after buying it. The Teleporter no longer shows in people's hands for the same reason.[/li]
    [li]Visualizer no longer starts up the effects for a scene if the post-round phase has begun, so that they don't still show at the start of the next round.[/li]
    [li]Possible fixes for Visualizer effects showing as errors sometimes (can't reproduce).[/li]
    [li]Knife instant-kill indicators are now less confusing, more explicit about what they are.[/li]
    [li]Accuracy bonus while using iron sights is now reflected in the crosshair's spread.[/li]


Server/admin

    [li]Persistent Karma (enabled via ttt_karma_persist 1) of a player is now reset to 80% of the starting karma when the player is auto-banned for having low Karma.[/li]
    [li]Karma now increases slower when a player's karma is already higher than the starting amount, but still lower than the maximum. This makes it harder to reach max karma if the max is higher than the starting karma. See "ttt_karma_clean_half" in the readme if you want to customize this (it's on by default on a sensible setting).[/li]
    [li]Note: there are new graphics and sounds in this version, so make sure your FastDL is up to date if you use one.[/li]




UPDATE: Another gmod update (105) was released to fix a glon issue. It happens to include some small TTT tweaks that were only just left out of 104, meant to be part of v16 (and now they are). They are as follows:

Balance

    [li]C4 has a smaller explosion radius when it explodes due to a failed disarm attempt (between half and a third of the normal explosion).[/li]
    [li]C4 has more wrong/unsafe disarm wires at lower timers compared to the "original" v16 that came with 104.[/li]

« Last Edit: October 26, 2010, 07:19:29 AM by Bad King Urgrain »
Bad King Urgrain
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« Reply #77 on: October 26, 2010, 07:43:45 PM »

Version 17 comes with GMod update 106. Changes:

New features

    [li]C4 disarming (both success and failure) now shows up in the round report list of events.[/li]



Balance

    [li]Silenced Pistol accuracy and firing rate reduced slightly, while also reducing recoil.[/li]
    [li]Normal Pistol now fires a bit faster and with less recoil.[/li]



Fixes

    [li]Fixed dead players showing in the list for credit transfer (though credits could not be sent).[/li]
    [li]Fixed message that notifies the player who received a credit.[/li]
    [li]Fixed spectators continuing to spectate a player after that player has died. You now go back to roaming/noclip mode as soon as your target dies.[/li]
    [li]Updated Newton Launcher icon to fit model change.[/li]



Server/admin

    [li]ttt_print_karma: admin command that prints the base karma (shown on scoreboard) and live karma (up-to-date with damage dealt during the current round) values as the server has them.[/li]


---
KNOWN ISSUES:

    [li]Prop possession for spectators is broken.[/li]
    [li]Servers may see the following error. It can be safely ignored until next version fixes it, it will not break anything: "Lua Error: ERROR: GAMEMODE:'NetworkIDValidated' Failed: (...)"[/li]


Both issues are fixed in the current SVN build of the game (rev. 550). In addition, a .zip version will be released tomorrow which includes the fixes.
Bad King Urgrain
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« Reply #78 on: October 27, 2010, 10:45:41 AM »

Version 18 is a quick update to fix some issues in v17. It has to be installed manually. The next gmod update will also include the fixes, but I don't know when that will come out. Hence, I'm releasing a .zip version of v18.
UPDATE: v18 was included in gmod update 107.

Fixes

    [li]Fixed prop possession being broken.[/li]
    [li]Fixed error on server when a player connects.[/li]


Download TTT v18

Extract into the server's /garrysmod/ directory.

Both issues are also fixed in the current SVN build of the game if you prefer to use that.


UPDATE: Manual download/install is no longer needed, the latest gmod update included v18.
« Last Edit: October 28, 2010, 12:46:29 PM by Bad King Urgrain »
Bad King Urgrain
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Posts: 12276



« Reply #79 on: November 02, 2010, 08:47:21 PM »

Version 19 comes with GMod update 109. Changes:

New features

    [li]Knife now kills instantly if thrown into a target that is some distance away. It flies faster than before, making such throws a bit easier to make as well.[/li]
    [li]The Poltergeist can now charge up to make long-range shots (yellow beam) using secondary fire.[/li]
    [li]Two round highlight awards were added for players who die at unfortunate times in the round.[/li]
    [li]Spectators now see possessed props with a glowing outline.[/li]
    [li]The Teleporter's functions have been switched: left mouse now teleports, right mouse marks a spot.[/li]
    [li]Dead bodies can be picked up by their limbs again, and will not fall as easily when carried.[/li]



Balance

    [li]Traitors can no longer disarm the C4 of a fellow living Traitor, to prevent stealing of C4 and other griefing.[/li]
    [li]Teleporter can no longer mark in an elevator or on a prop, as it let you get yourself in otherwise unreachable places.[/li]



Fixes

    [li]Fixed error that prevented Defuser from working.[/li]



Server/admin

    [li]ttt_fretta_mapvoting (def. 0): If fretta_voting is set to 1, then this convar will make the votes only map votes, not gamemode votes. This should make it an easy way of adding map voting without using server plugins. It will start a map vote if players request it or the time/round limit is reached. By setting ttt_always_use_mapcycle 1, reaching the time/round limits will instead switch to the next map in the cycle, so the vote only comes up if players request it.[/li]

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