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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Karma Bug
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Author Topic: Karma Bug  (Read 5722 times)
manbearpig101
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Posts: 11


« on: July 29, 2010, 10:37:41 PM »

Well I know this is specific to a server that I am scripting because it doesn't appear on any other servers I have played (that are updated to TTT 3).

Well, karma goes down extremely fast. One kill on average brings down 300 karma, it never used to be like this. I haven't even touched the karma system, I update to the most recent revision all the time (I haven't updated to 5 yet, but I will) and to no avail it doesn't work.

I hate asking questions when I know there might be someway of finding out, but I am truly stumped by the situation.

If anybody could help me diagnose/fix the problem, I would be in your debt.

Thanks,
              ManBearPig
Bad King Urgrain
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Posts: 12276



« Reply #1 on: July 30, 2010, 07:10:02 AM »

Check all the values for the ttt_karma_* convars on the server, and compare them to the defaults listed in the TTT readme.txt.
bigbadboo
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Posts: 287


« Reply #2 on: July 30, 2010, 10:22:23 AM »

They are all correct. Our damage was also bugged, reducing all damage by 50% exactly (fixed by doubling all weapon damage), as damage was an area addressed by our modifications we thought it was some "funky" code, however the karma system has gone haywire too yet we never went near any of the  lua that codes for that.
Bad King Urgrain
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Posts: 12276



« Reply #3 on: July 30, 2010, 11:02:34 AM »

Karma is directly based on damage you deal to the person you're shooting at.

I'm assuming you're both talking about the same server? I changed damage handling back in v10-07-10, I don't know if you made modifications before or after that, but they would be affected.

If you have damage-related modifications that you want to keep, you could set ttt_karma_ratio to 0.0005 (half of the default). Assuming your issues are created by damage somehow being doubled when the karma system computes the resulting karma penalty, this change would halve that penalty back to normal. It wouldn't fix the root cause though.
manbearpig101
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Posts: 11


« Reply #4 on: July 30, 2010, 06:03:42 PM »

Hmm, I just downloaded V5 and updated it, but I still have the same bug. This is very wierd.

Yes, and I also have the same damage error. It's very wierd.

I just updated and I still have it, a deagle headshot (point blank) gets a player to badly wounded. I would love help. =D
« Last Edit: July 30, 2010, 09:00:26 PM by manbearpig101 »
Bad King Urgrain
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Posts: 12276



« Reply #5 on: July 30, 2010, 09:21:52 PM »

Just to get this straight, because bigbadboo was talking about modifications: you've updated to a clean, unmodified TTT?

I've never heard of damage issues like that. The deagle certainly still one-shot killed for me when I was testing things earlier today.
manbearpig101
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Posts: 11


« Reply #6 on: July 30, 2010, 10:01:47 PM »

Well, I have added a couple of weapons and a VIP system that uses the F2 key. But the VIP system doesn't edit anything damage wise. I guess I am going to have to read a lot of code unless you can come of with a quick way of diagnosing the problem. =\

This MIGHT be causing it, I doubt it though.

function GM:PlayerShouldTakeDamage(victim, attacker)
  if GetRoundState() == ROUND_ACTIVE or GetRoundState() == ROUND_POST then
      return true
  else
      return false
  end
end
« Last Edit: July 30, 2010, 10:04:09 PM by manbearpig101 »
Bad King Urgrain
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Posts: 12276



« Reply #7 on: July 31, 2010, 07:33:14 AM »

I don't know a quick way to diagnose it, because it shouldn't be possible. If the weapons deal standard damage, and the damage is handled by standard TTT code, and from that damage the karma penalty is computed using standard convar parameters, the result should be completely identical to any other server. If you haven't modified the code, then I would look at those convars as I suggested earlier, but if that isn't the problem either, then I don't know. It could be anything from a seemingly harmless modification gone wrong, to a convar that turns out to have a different value than you thought, to some kind of gmod bug.
manbearpig101
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Posts: 11


« Reply #8 on: July 31, 2010, 04:52:32 PM »

Well I am truly confused.
bigbadboo
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Posts: 287


« Reply #9 on: July 31, 2010, 05:33:20 PM »

I will try reverifying my server files and perhaps creating a 2nd server and testing there. But I do not think this is a gmod issue like the hitboxes most likely something we have missed.
manbearpig101
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Posts: 11


« Reply #10 on: July 31, 2010, 09:43:37 PM »

Damnit, I was VERY stupid. I was overriding the EntityTakeDamage method.

BKU, thanks for your responses though. :)
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