Author Topic: TTT Bug fix/Dev thread  (Read 527 times)

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Offline Deathie

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Re: TTT Bug fix/Dev thread
« Reply #30 on: September 27, 2015, 05:21:02 AM »
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Also I'd like to mention that if there was an aimbotter on the server, we have no first person spectate option available. Without that, it's tough to really be sure someone is using aim assistance unless they're blatantly doing 180 snap headshots or w/e.

IIRC, TTT has first person spectate. I think it's your crouch key while following a target.

Edit: Or try your use key on a player like you normally would on a prop. Some stuff in the code looks like that's what it does.

If neither of those work, give me a bind you want to use for first person spectator and I'll try to add it in.
« Last Edit: September 27, 2015, 05:28:05 AM by ホロ »


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Offline Cable

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Re: TTT Bug fix/Dev thread
« Reply #31 on: September 27, 2015, 05:26:18 AM »
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IIRC, TTT has first person spectate. I think it's your crouch key while following a target.

Edit: Or try your use key on a player like you normally would on a prop. Some stuff in the code looks like that's what it does.
I thought it was disabled

Offline Deathie

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Re: TTT Bug fix/Dev thread
« Reply #32 on: September 27, 2015, 05:29:56 AM »
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I thought it was disabled

Idk, I remember people on my server using it to report people but I never figured out how it worked.

There's stuff in the code for OBS_MODE_IN_EYE that isn't triggered when you die, and those were the bindings for them.

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« Last Edit: September 27, 2015, 05:37:20 AM by ホロ »


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Offline blαh2355

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Re: TTT Bug fix/Dev thread
« Reply #33 on: September 27, 2015, 01:13:56 PM »
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Jihad causes ragdolls to fly really bad as in make a lot of physic collisions. Crashes the server.



Offline Deathie

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Re: TTT Bug fix/Dev thread
« Reply #34 on: September 27, 2015, 01:24:54 PM »
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Jihad causes ragdolls to fly really bad as in make a lot of physic collisions. Crashes the server.

I'm going to implement a script to control the ragdoll velocities and see if that helps at all.

Edit: Okay, small intermission where I broke everything aside, the script should be up and running now.

Let's see if the server crashes as frequently now.
« Last Edit: September 27, 2015, 01:38:23 PM by ホロ »


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Offline TehHank

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Re: TTT Bug fix/Dev thread
« Reply #35 on: September 28, 2015, 01:40:18 AM »
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I'm going to implement a script to control the ragdoll velocities and see if that helps at all.

Edit: Okay, small intermission where I broke everything aside, the script should be up and running now.

Let's see if the server crashes as frequently now.
you still gonna remove the Kriegs Jihad bomb?

Offline Monorail Cat

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Re: TTT Bug fix/Dev thread
« Reply #36 on: September 28, 2015, 02:30:08 AM »
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you still gonna remove the Kriegs Jihad bomb?

Please don't remove the jihad! It's such a fun weapon to use, and it's honestly not that overpowered.  It's very rare to have an entire team of inno's killed by one, and it's definitely hilarious.  I've not heard anyone whine about being killed by one.


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Re: TTT Bug fix/Dev thread
« Reply #37 on: September 28, 2015, 08:55:09 AM »
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Please don't remove the jihad! It's such a fun weapon to use, and it's honestly not that overpowered.  It's very rare to have an entire team of inno's killed by one, and it's definitely hilarious.  I've not heard anyone whine about being killed by one.
No. Im talking about the KRIEGS Variant. It is currently bugged where Deathie didn't give Coolz the sounds for it for the server so most people can not even hear it being used.

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Re: TTT Bug fix/Dev thread
« Reply #38 on: September 28, 2015, 02:34:18 PM »
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No. Im talking about the KRIEGS Variant. It is currently bugged where Deathie didn't give Coolz the sounds for it for the server so most people can not even hear it being used.

Yeah, I removed it.

I also fixed the haste mode bug.


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Offline Deathie

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Re: TTT Bug fix/Dev thread
« Reply #39 on: October 01, 2015, 12:06:10 AM »
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Hopefully™ fixed an issue where a large amount of models and errors on ttt_glacier would show up due to the server only requiring you have the map downloaded, and not the addon itself.


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Offline blαh2355

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Re: TTT Bug fix/Dev thread
« Reply #40 on: October 02, 2015, 11:21:42 AM »
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Some people can't hear the C4 beeps including myself.



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Re: TTT Bug fix/Dev thread
« Reply #41 on: October 02, 2015, 11:24:58 AM »
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Some people can't hear the C4 beeps including myself.

It's clientside. Do you have CSS mounted in gmod?


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Re: TTT Bug fix/Dev thread
« Reply #42 on: October 02, 2015, 12:11:04 PM »
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It's clientside. Do you have CSS mounted in gmod?
I manually put CSS content in.



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Re: TTT Bug fix/Dev thread
« Reply #43 on: October 04, 2015, 12:25:53 AM »
+1
Added "cl_weaponglow_intensity" and "cl_weaponglow_range" console commands.

cl_weaponglow_intensity controls how bright the glow around the weapons are. By default, it's set to 1 with a max of 5.
cl_weaponglow_range controls the distance the weapons glow. By default, it's set to a radius of 32 units with a max of 256.

You can either tweak them manually, or through the F1 help menu under the "Gun Settings" section.
If you enter the variables manually you can push it above the max, but I'd advise against that.

Weapon glows on weapons another player are now invisible, unless you get really up in their face.
« Last Edit: October 04, 2015, 12:31:44 AM by ホロ »


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Re: TTT Bug fix/Dev thread
« Reply #44 on: October 04, 2015, 02:54:52 AM »
+1
I have a request concerning the weapon noises.  They are really loud.  In maps like Clue, I could be all the way across the map from someone, but the gunshots sound very close to me.  It's disorienting (to me, at least) because when you're walking around the middle of maps like that, or other maps, it's very hard to tell where something's happening.  I think the range you can hear the sound needs to be reduced a bit.