Poll

I only have one server box right now, and I'm not getting more soon, so what should we do?

Run both Fretta and TTT sharing resources
8 (42.1%)
Replace Fretta with TTT
11 (57.9%)

Total Members Voted: 19

Author Topic: Snivys [slightly] modified TTT  (Read 618 times)

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Offline Deathie

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Snivys [slightly] modified TTT
« on: September 06, 2015, 10:12:35 PM »
+15
Server is now online, check here for IP and other info.


Here's a brief list of features.


Life UI CC + Bloom
This is a small one. A while back, I implemented a now-defunct workshop addon that was originally used for sandbox into the gamemode. All the addon does is allow the user to mess with color correction and bloom presets with console vars, so I enabled it to help get rid of the washed out colors gmod usually has.

It's subtle, but noticeable (hopefully). You can tweak it, or disable it in the F1 help menu.


Spoiler (click to show/hide)

Practically every FA:S2 Weapon
Again, not a huge deal especially since there now exists a workshop addon you can use to load FA:S2 weapons into Gmod, this just predates it by a few months and has most of the bugs fixed.

22 weapons ready for use, and fully integrated with the rarity system (which I'll get to later.) Attachments are RNG based.


Spoiler (click to show/hide)

Crosshair Customization
I started working on the TTT server after I had been playing CSGO for a couple years. I was upset with the fact I couldn't have a pink crosshair that expanded to the borders of my screen, so I made a fully customizable crosshair system.

Most of the variables are identical to CSGO's, although I think there's a few misprints around. You should be able to get something that is either identical, or at least very similar to what you're using in CSGO.

Spoiler (click to show/hide)

Options, options, and more options
Most of these are just FA:S2 convars that are now accessible through the F1 menu, with a few being ones I added for the sake of convenience. You can do everything from adjusting your scope sensitivity to completely changing the hand models that FA:S2 uses.

Spoiler (click to show/hide)

Player Customization
If you asked me a couple years ago, I'd have said that it was against the spirit of TTT to let players use different player models. When put into practice, though, it actually adds an interesting layer of depth to it and helps bring it closer to the "Clue" vibe the game mode just emanates.

In the F1 menu, you can fully customize your character with the full range of CSS and HL2 models that come packaged with Gmod, along with a color if that specific body type supports it.


Spoiler (click to show/hide)

Weighted RNG Weapons
This is the big one.

Weapons are randomized, and have stats that are generated based on a weighted RNG system. I might get into more specifics if people ask, but if you've played Borderlands or Dead Island, you'll know how it works.

White >
Green > Blue > Purple > Orange > Red


Weapons have a glow to show off their stats at a glance.
Spoiler (click to show/hide)

When you equip them, you can see their individual stats and attributes.
Spoiler (click to show/hide)

You can also press your gm_showspare2 bind (F4 by default) to also see a comprehensive stat list.
Spoiler (click to show/hide)

Simple Loadout System
Some people were asking for the ability to choose their spawn weapons instead of needing to fish around the map for them, so I added a loadout system that rewards players for playing well.

Your starting weapons will be "tier 1" weapons, like a pump shotgun for instance.

After you get a score of 15, you'll start spawning with the second tier of weapons, like an auto shotgun.

You can also choose a stat affinity so the RNG weighs that specific attribute less heavily, giving you a better chance of having that particular stat being higher.

I didn't mention this before, but the weighting for your loadout weapons directly correlates to your game score. It gets less strict the more points you have, meaning you'll spawn with more powerful weapons if you're playing well.

All of this is customizable from the F1 menu.
Spoiler (click to show/hide)
Dynamic Weapon Spawning
I also forgot to include this one when I first made the post. Since I had added several new weapons, the default spawning system wasn't going to cut it. I didn't want to have to make a rearm script for every map, so I added a second pass to the weapon spawning so that it overrides default weapons to spawn from a table of the new weapons.

What this basically means is that the gamemode also supports ANY map, even ones not built for TTT without the need to making a rearm script, and can also support the addition of new weapons by simply adding a line to the weapon script telling it which type of weapon spawn point to use.
« Last Edit: September 21, 2015, 03:13:28 AM by ホロ »


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Offline blαh2355

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Re: Snivys [slightly] modified TTT
« Reply #1 on: September 06, 2015, 10:28:33 PM »
0
I don't know what else to say but thank you.

You didn't have to give us all this.

You didn't have to care about the community that you had left behind.

But you did.

Thank you.



Offline Deathie

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Re: Snivys [slightly] modified TTT
« Reply #2 on: September 06, 2015, 11:18:38 PM »
0
It's not like I left because I had some sort of bad blood or anything.

I just wasn't very good at communicating my concerns with Coolz and I wound up trying to butt heads with him in the worst way possible.

I still feel I was in the right, I just think the way I went about it was wrong.

This is both an apology, and a selfish way of rectifying the problem I noticed two years ago. Whether or not it's utilized doesn't matter to me, I already accomplished what I set out to do.

Spoiler (click to show/hide)

Like I said in the other thread, I also intended to share the gamemode I'm currently working on, but I have no clue when it's going to be finished. It's just my own take on the Gmod DayZ gamemode, but with a lot more features and was written entirely from scratch working off of base.


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Offline ๖Ϝцzsioᴎ

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Re: Snivys [slightly] modified TTT
« Reply #3 on: September 07, 2015, 02:54:12 AM »
0
Where were you when Snivy revived rNd TTT?

Snivy, I really, really appreciate this; I think we all do.

Thank you <3

#crazycubesmatter
« Last Edit: September 07, 2015, 03:40:44 AM by ๖Ϝцzsioᴎ »

Offline TehHank

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Re: Snivys [slightly] modified TTT
« Reply #4 on: September 07, 2015, 05:48:39 AM »
0
Awww yeahh  :ainsley:

Thanks a lot Snivy!

Offline ٶȻhriʂ

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Re: Snivys [slightly] modified TTT
« Reply #5 on: September 07, 2015, 07:03:03 AM »
0
gg



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Re: Snivys [slightly] modified TTT
« Reply #6 on: September 07, 2015, 09:19:42 AM »
0
Well, time to switch from zs to ttt.
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Offline Monorail Cat

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Re: Snivys [slightly] modified TTT
« Reply #7 on: September 07, 2015, 11:22:35 PM »
0
I have no clue what to say, except for that you are a freakin awesome person.  Thank you so much, and I, too, hope we will benefit from this.


Offline Ἆxule

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Re: Snivys [slightly] modified TTT
« Reply #8 on: September 10, 2015, 05:43:05 PM »
0
ども ありがとう

Offline yoshi

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Re: Snivys [slightly] modified TTT
« Reply #9 on: September 12, 2015, 08:27:52 AM »
0
I'm so glad you replaced garry's CSS weapons with FA:S2, since it is very terrible.
The loadout system (with the addition of the tier stuff) is something I always wanted, as it rewards you for playing well.
I haven't played gmod multiplayer in a year so I hope to play again when the TTT server is up.

Offline Deathie

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Re: Snivys [slightly] modified TTT
« Reply #10 on: September 12, 2015, 10:17:40 AM »
0
I'm so glad you replaced garry's CSS weapons with FA:S2, since it is very terrible.
The loadout system (with the addition of the tier stuff) is something I always wanted, as it rewards you for playing well.
I haven't played gmod multiplayer in a year so I hope to play again when the TTT server is up.

FA:S2 is starting to be phased out. Spy isn't supporting it anymore, and I had to go through and fix a lot of bugs that started popping up because of code deprecation.

At some point I might switch over to CW 2.0, since that's the new popular base. It's just going to be a pain re-doing the entire system for it since CW is written differently and a lot of the changes with the rarity system are hard-coded into a lot of the weapons base functions instead of something more reasonable, like an external function the other ones hook into.


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Offline HideoKojima

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Re: Snivys [slightly] modified TTT
« Reply #11 on: September 12, 2015, 05:33:02 PM »
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I'm ready.
*Insert witty comment here*


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Re: Snivys [slightly] modified TTT
« Reply #12 on: September 12, 2015, 09:52:41 PM »
0
FA:S2 is starting to be phased out. Spy isn't supporting it anymore, and I had to go through and fix a lot of bugs that started popping up because of code deprecation.

At some point I might switch over to CW 2.0, since that's the new popular base. It's just going to be a pain re-doing the entire system for it since CW is written differently and a lot of the changes with the rarity system are hard-coded into a lot of the weapons base functions instead of something more reasonable, like an external function the other ones hook into.

If you switch to cw2 I see dildo suppressors in the future.
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Offline coolzeldad

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Re: Snivys [slightly] modified TTT
« Reply #13 on: September 13, 2015, 12:00:01 AM »
+4
have a test server up now, pass is rNd

ip: random.teh-server.com

can vote to move to 24/7 box once everything seems okay on my platform
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Offline ๖Ϝцzsioᴎ

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Re: Snivys [slightly] modified TTT
« Reply #14 on: September 13, 2015, 12:23:11 AM »
0
have a test server up now, pass is rNd

ip: random.teh-server.com

can vote to move to 24/7 box once everything seems okay on my platform

IT'S FUCKING HAPPENINGGGG