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Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode
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on: December 09, 2011, 02:32:58 am
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So by your logic, everyone that owns a TTT server should get a beta key? He needs people who can help him, not people who just want to help themselves.
I would help in anyway possible. Meaning hosting a server and testing. With that said, either way I am fine with it. I will always try to help even if it's once the beta is released. With that said, he should give it the build testers most likely. They have more experience helping him out.
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43
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Other / Trouble in Terrorist Town / Re: LUA Help
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on: December 08, 2011, 04:24:26 am
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Well there is already the visual display where the C4 is. But yeah I am thinking IsActiveTraitor might work for what you are doing.
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44
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Other / Trouble in Terrorist Town / Re: LUA Help
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on: December 08, 2011, 02:43:34 am
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Well there are ways to make it so that a weapon doesn't affect a traitor at all but I don't know how to make it base on the players radius. !v:IsActiveTraitor() This will make it so it detects if it isn't a traitor. With that said just remove the ! to make it detect traitors. It would help if you told us what you were doing with it though.
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45
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Other / Trouble in Terrorist Town / Re: Adding SWeps to the TTT weapon Placer
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on: December 07, 2011, 10:34:22 pm
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Okay I will work on the swep placer for a bit and repost when I personnally get it working. BRB. Edit> Havent tested it yet but I found this toward the bottom, local enttypes = { weapon_zm_pistol = WEAPON_PISTOL, weapon_zm_revolver = WEAPON_PISTOL, weapon_ttt_glock = WEAPON_PISTOL,
weapon_zm_mac10 = WEAPON_HEAVY, weapon_zm_shotgun = WEAPON_HEAVY, weapon_zm_rifle = WEAPON_HEAVY, weapon_zm_sledge = WEAPON_HEAVY, weapon_ttt_m16 = WEAPON_HEAVY, weapon_ttt_aug = WEAPON_HEAVY,
weapon_zm_molotov = WEAPON_NADE, weapon_ttt_smokegrenade = WEAPON_NADE, weapon_ttt_confgrenade = WEAPON_NADE,
ttt_random_weapon = WEAPON_RANDOM,
ttt_playerspawn = PLAYERSPAWN }; I added the aug obviously. EDITv2> I got the script to work perfectly. Here it is with the aug added. Just so you know I did nothing dif than what I told you to do really except that edit ^^^ TOOL.Category = "Trouble in Terrorist Town" TOOL.Name = "TTT Weapon Placer" TOOL.Command = nil TOOL.ConfigName = ""
TOOL.ClientConVar["weapon"] = "weapon_zm_pistol" TOOL.ClientConVar["frozen"] = "0" TOOL.ClientConVar["replacespawns"] = "0"
cleanup.Register("ttt_weapons")
if CLIENT then language.Add( "Tool_tttweaponplacer_name", "TTT Weapon Placer" ) language.Add( "Tool_tttweaponplacer_desc", "Spawn TTT weapon dummies and export their placement" ) language.Add( "Tool_tttweaponplacer_0", "Left click to spawn entity. Right click for matching ammo." ) language.Add("Cleanup_ttt_weapons", "TTT Dummy Weapons/ammo/spawns") end
local weps = { weapon_zm_pistol = {name="Pistol", snd="item_ammo_pistol_ttt"}, weapon_zm_shotgun = {name="Shotgun", snd="item_box_buckshot_ttt"}, weapon_zm_mac10 = {name="MAC10", snd="item_ammo_smg1_ttt"}, weapon_zm_revolver = {name="Deagle", snd="item_ammo_revolver_ttt"}, weapon_zm_rifle = {name="Rifle", snd="item_ammo_357_ttt"}, weapon_zm_sledge = {name="HUGE249", snd=nil}, weapon_ttt_m16 = {name="M16", snd="item_ammo_pistol_ttt"}, weapon_ttt_glock = {name="Glock", snd="item_ammo_pistol_ttt"}, weapon_ttt_aug = {name="AUG", snd="item_ammo_pistol_ttt"}, weapon_zm_molotov = {name="Fire nade", snd=nil}, weapon_ttt_confgrenade = {name="Discombobulator", snd=nil}, weapon_ttt_smokegrenade = {name="Smoke nade", snd=nil},
ttt_random_weapon = {name="Random weapon", snd=nil}, ttt_random_ammo = {name="Random ammo", snd=nil},
ttt_playerspawn = {name="Player spawn", snd=nil} }
local mdls = { weapon_zm_pistol = "models/weapons/w_pist_fiveseven.mdl", weapon_zm_shotgun = "models/weapons/w_shot_xm1014.mdl", weapon_zm_mac10 = "models/weapons/w_smg_mac10.mdl", weapon_zm_revolver = "models/weapons/w_pist_deagle.mdl", weapon_zm_rifle = "models/weapons/w_snip_scout.mdl", weapon_zm_sledge = "models/weapons/w_mach_m249para.mdl", weapon_zm_molotov = "models/weapons/w_eq_flashbang.mdl", weapon_ttt_aug = "models/weapons/v_rif_aug.mdl", weapon_ttt_confgrenade = "models/weapons/w_eq_fraggrenade.mdl", weapon_ttt_smokegrenade = "models/weapons/w_eq_smokegrenade.mdl", weapon_ttt_m16 = "models/weapons/w_rif_m4a1.mdl", weapon_ttt_glock = "models/weapons/w_pist_glock18.mdl",
ttt_random_weapon = "models/weapons/w_shotgun.mdl", ttt_random_ammo = "models/Items/battery.mdl",
item_ammo_pistol_ttt= "models/items/boxsrounds.mdl", item_ammo_smg1_ttt= "models/items/boxmrounds.mdl", item_ammo_revolver_ttt = "models/items/357ammo.mdl", item_ammo_357_ttt = "models/items/357ammo.mdl", item_box_buckshot_ttt = "models/items/boxbuckshot.mdl",
ttt_playerspawn = "models/player.mdl" };
-- special colours for certain ents local colors = { ttt_random_weapon = Color(255, 255, 0), ttt_random_ammo = Color(0, 255, 0), item_ammo_revolver_ttt = Color(255, 100, 100), ttt_playerspawn = Color(0, 255, 0) };
local function DummyInit(s) if colors[s:GetClass()] then local c = colors[s:GetClass()] s:SetColor(c.r, c.g, c.b, 255) end
s:SetCollisionGroup(COLLISION_GROUP_WEAPON) s:SetSolid(SOLID_VPHYSICS) s:SetMoveType(MOVETYPE_VPHYSICS)
if s:GetClass() == "ttt_playerspawn" then s:PhysicsInitBox(Vector(-18, -18, 0), Vector(18, 18, 66)) else s:PhysicsInit(SOLID_VPHYSICS) end s:SetModel(s.Model) end
for cls, mdl in pairs(mdls) do local tbl = { Type = "anim", Model = Model(mdl), Initialize = DummyInit };
scripted_ents.Register(tbl, cls, false) end
function TOOL:SpawnEntity(cls, trace) local mdl = mdls[cls]
if not cls or not mdl then return end
local ent = ents.Create(cls) ent:SetModel(mdl) ent:SetPos(trace.HitPos)
local tr = util.TraceEntity({start=trace.StartPos, endpos=trace.HitPos, filter=self:GetOwner()}, ent) if tr.Hit then ent:SetPos(tr.HitPos) end
ent:Spawn()
ent:PhysWake()
undo.Create("TTTWeapon") undo.AddEntity(ent) undo.SetPlayer(self:GetOwner()) undo.Finish()
self:GetOwner():AddCleanup("ttt_weapons", ent) end
function TOOL:LeftClick( trace ) local cls = self:GetClientInfo("weapon")
self:SpawnEntity(cls, trace) end function TOOL:RightClick( trace ) local cls = self:GetClientInfo("weapon") local info = weps[cls] if not info then return end
local ammo = info.snd if not ammo then self:GetOwner():ChatPrint("No matching ammo for this type!") return end
self:SpawnEntity(info.snd, trace) end
function TOOL.BuildCPanel(panel) -- note that this is not a method, REAL NICE panel:AddControl( "Header", { Text = "#Tool_tttweaponplacer_name", Description = "#Tool_tttweaponplacer_desc"})
local opts = {} for w, info in pairs(weps) do opts[info.name] = {tttweaponplacer_weapon = w} end
panel:AddControl("ListBox", { Label = "Weapons", Height = "200", Options = opts } )
panel:AddControl("Button", {Label="Report counts", Command="tttweaponplacer_count", Text="Count"})
panel:AddControl("Label", {Text="Export", Description="Export weapon placements"})
panel:AddControl("CheckBox", {Label="Replace existing player spawnpoints", Command="tttweaponplacer_replacespawns", Text="Replace spawns"})
panel:AddControl( "Button", { Label = "Export to file", Command = "tttweaponplacer_queryexport", Text = "Export"})
panel:AddControl("Label", {Text="Import", Description="Import weapon placements"})
panel:AddControl( "Button", { Label = "Import from file", Command = "tttweaponplacer_queryimport", Text = "Import"})
panel:AddControl("Button", {Label="Convert HL2 entities", Command = "tttweaponplacer_replacehl2", Text="Convert"})
panel:AddControl("Button", {Label="Remove all existing weapon/ammo", Command = "tttweaponplacer_removeall", Text="Remove all existing items"}) end
-- STOOLs not being loaded on client = headache bonanza if CLIENT then function QueryFileExists()
local map = string.lower(game.GetMap()) if not map then return end
local fname = "ttt/maps/" .. map .. "_ttt.txt"
if file.Exists(fname) then Derma_StringRequest("File exists", "The file \"" .. fname .. "\" already exists. Save under a different filename? Leave unchanged to overwrite.", fname, function(txt) RunConsoleCommand("tttweaponplacer_export", txt) end) else RunConsoleCommand("tttweaponplacer_export") end end
function QueryImportName() local map = string.lower(game.GetMap()) if not map then return end
local fname = "ttt/maps/" .. map .. "_ttt.txt"
Derma_StringRequest("Import", "What file do you want to import? Note that files meant for other maps will result in crazy things happening.", fname, function(txt) RunConsoleCommand("tttweaponplacer_import", txt) end) end else -- again, hilarious things happen when this shit is used in mp concommand.Add("tttweaponplacer_queryexport", function() BroadcastLua("QueryFileExists()") end) concommand.Add("tttweaponplacer_queryimport", function() BroadcastLua("QueryImportName()") end) end
WEAPON_PISTOL = 1 WEAPON_HEAVY = 2 WEAPON_NADE = 3 WEAPON_RANDOM = 4
PLAYERSPAWN = 5
local enttypes = { weapon_zm_pistol = WEAPON_PISTOL, weapon_zm_revolver = WEAPON_PISTOL, weapon_ttt_glock = WEAPON_PISTOL,
weapon_zm_mac10 = WEAPON_HEAVY, weapon_zm_shotgun = WEAPON_HEAVY, weapon_zm_rifle = WEAPON_HEAVY, weapon_zm_sledge = WEAPON_HEAVY, weapon_ttt_m16 = WEAPON_HEAVY, weapon_ttt_aug = WEAPON_HEAVY,
weapon_zm_molotov = WEAPON_NADE, weapon_ttt_smokegrenade = WEAPON_NADE, weapon_ttt_confgrenade = WEAPON_NADE,
ttt_random_weapon = WEAPON_RANDOM,
ttt_playerspawn = PLAYERSPAWN };
local function PrintCount(ply) local count = { [WEAPON_PISTOL] = 0, [WEAPON_HEAVY] = 0, [WEAPON_NADE] = 0, [WEAPON_RANDOM] = 0, [PLAYERSPAWN] = 0 };
for cls, t in pairs(enttypes) do for _, ent in pairs(ents.FindByClass(cls)) do count[t] = count[t] + 1 end end
ply:ChatPrint("Entity count (use report_entities in console for more detail):") ply:ChatPrint("Primary weapons: " .. count[WEAPON_HEAVY]) ply:ChatPrint("Secondary weapons: " .. count[WEAPON_PISTOL]) ply:ChatPrint("Grenades: " .. count[WEAPON_NADE]) ply:ChatPrint("Random weapons: " .. count[WEAPON_RANDOM]) ply:ChatPrint("Player spawns: " .. count[PLAYERSPAWN]) end concommand.Add("tttweaponplacer_count", PrintCount)
-- This shit will break terribly in MP if SERVER or CLIENT then -- Could just do a GLON dump, but it's nice if the "scripts" are sort of -- human-readable so it's easy to go in and delete all pistols or something. local function Export(ply, cmd, args) if not IsValid(ply) then return end
local map = string.lower(game.GetMap())
if not map then return end
--local frozen_only = GetConVar("tttweaponplacer_frozen"):GetBool() local frozen_only = false
-- Nice header, # is comment local buf = "# Trouble in Terrorist Town weapon/ammo placement overrides\n" buf = buf .. "# For map: " .. map .. "\n" buf = buf .. "# Exported by: " .. ply:Nick() .. "\n"
-- Write settings ("setting: <name> <value>") local rspwns = GetConVar("tttweaponplacer_replacespawns"):GetBool() and "1" or "0" buf = buf .. "setting:\treplacespawns " .. rspwns .. "\n"
local num = 0 for cls, mdl in pairs(mdls) do for _, ent in pairs(ents.FindByClass(cls)) do if IsValid(ent) then if not frozen_only or not ent:GetPhysicsObject():IsMoveable() then num = num + 1 buf = buf .. Format("%s\t%s\t%s\n", cls, tostring(ent:GetPos()), tostring(ent:GetAngles())) end end end end
local fname = "ttt/maps/" .. map .. "_ttt.txt"
if args[1] then fname = args[1] end file.Write(fname, buf)
if not file.Exists(fname) then ErrorNoHalt("Exported file not found. Bug?\n") end
ply:ChatPrint(num .. " placements saved to /garrysmod/data/" .. fname) end concommand.Add("tttweaponplacer_export", Export)
local function SpawnDummyEnt(cls, pos, ang) if not cls or not pos or not ang then return false end
local mdl = mdls[cls] if not mdl then return end
local ent = ents.Create(cls) ent:SetModel(mdl) ent:SetPos(pos) ent:SetAngles(ang) ent:SetCollisionGroup(COLLISION_GROUP_WEAPON) ent:SetSolid(SOLID_VPHYSICS) ent:SetMoveType(MOVETYPE_VPHYSICS) ent:PhysicsInit(SOLID_VPHYSICS) ent:Spawn()
local phys = ent:GetPhysicsObject() if IsValid(phys) then phys:SetAngle(ang) end end
local function Import(ply, cmd, args) if not IsValid(ply) then return end local map = string.lower(game.GetMap()) if not map then return end
local fname = "ttt/maps/" .. map .. "_ttt.txt"
if args[1] then fname = args[1] end
if not file.Exists(fname) then ply:ChatPrint(fname .. " not found!") return end
local buf = file.Read(fname) local lines = string.Explode("\n", buf) local num = 0 for k, line in ipairs(lines) do if not string.match(line, "^#") and line != "" then local data = string.Explode("\t", line)
local fail = true -- pessimism
if #data > 0 then if data[1] == "setting:" and tostring(data[2]) then local raw = string.Explode(" ", data[2]) RunConsoleCommand("tttweaponplacer_" .. raw[1], tonumber(raw[2]))
fail = false num = num - 1 elseif #data == 3 then local cls = data[1] local ang = nil local pos = nil local posraw = string.Explode(" ", data[2]) pos = Vector(tonumber(posraw[1]), tonumber(posraw[2]), tonumber(posraw[3]))
local angraw = string.Explode(" ", data[3]) ang = Angle(tonumber(angraw[1]), tonumber(angraw[2]), tonumber(angraw[3]))
fail = SpawnDummyEnt(cls, pos, ang) end end
if fail then ErrorNoHalt("Invalid line " .. k .. " in " .. fname .. "\n") else num = num + 1 end end end
ply:ChatPrint("Spawned " .. num .. " dummy ents") end concommand.Add("tttweaponplacer_import", Import)
local function RemoveAll(ply, cmd, args) if not IsValid(ply) then return end
local num = 0 local delete = function(ent) if not IsValid(ent) then return end print("\tRemoving", ent, ent:GetClass()) ent:Remove() num = num + 1 end
print("Removing ammo...") for k, ent in pairs(ents.FindByClass("item_*")) do delete(ent) end
print("Removing weapons...") for k, ent in pairs(ents.FindByClass("weapon_*")) do delete(ent) end
ply:ChatPrint("Removed " .. num .. " weapon/ammo ents") end concommand.Add("tttweaponplacer_removeall", RemoveAll)
local hl2_replace = { ["item_ammo_pistol"] = "item_ammo_pistol_ttt", ["item_box_buckshot"] = "item_box_buckshot_ttt", ["item_ammo_smg1"] = "item_ammo_smg1_ttt", ["item_ammo_357"] = "item_ammo_357_ttt", ["item_ammo_357_large"] = "item_ammo_357_ttt", ["item_ammo_revolver"] = "item_ammo_revolver_ttt", -- zm ["item_ammo_ar2"] = "item_ammo_pistol_ttt", ["item_ammo_ar2_large"] = "item_ammo_smg1_ttt", ["item_ammo_smg1_grenade"] = "weapon_zm_pistol", ["item_battery"] = "item_ammo_357_ttt", ["item_healthkit"] = "weapon_zm_shotgun", ["item_suitcharger"] = "weapon_zm_mac10", ["item_ammo_ar2_altfire"] = "weapon_zm_mac10", ["item_rpg_round"] = "item_ammo_357_ttt", ["item_ammo_crossbow"] = "item_box_buckshot_ttt", ["item_healthvial"] = "weapon_zm_molotov", ["item_healthcharger"] = "item_ammo_revolver_ttt", ["item_ammo_crate"] = "weapon_ttt_confgrenade", ["item_item_crate"] = "ttt_random_ammo", ["weapon_smg1"] = "weapon_zm_mac10", ["weapon_shotgun"] = "weapon_zm_shotgun", ["weapon_ar2"] = "weapon_ttt_m16", ["weapon_357"] = "weapon_zm_rifle", ["weapon_crossbow"] = "weapon_zm_pistol", ["weapon_rpg"] = "weapon_zm_sledge", ["weapon_slam"] = "item_ammo_pistol_ttt", ["weapon_frag"] = "weapon_zm_revolver", ["weapon_crowbar"] = "weapon_zm_molotov" };
local function ReplaceSingle(ent, newname) if ent:GetPos() == vector_origin then return false end
if ent:IsWeapon() and IsValid(ent:GetOwner()) and ent:GetOwner():IsPlayer() then return false end
ent:SetSolid(SOLID_NONE)
local rent = ents.Create(newname) rent:SetModel(mdls[newname]) rent:SetPos(ent:GetPos()) rent:SetAngles(ent:GetAngles()) rent:Spawn()
rent:Activate() rent:PhysWake()
ent:Remove() return true end
local function ReplaceHL2Ents(ply, cmd, args) if not IsValid(ply) then return end
local c = 0 for _, ent in pairs(ents.GetAll()) do local rpl = hl2_replace[ent:GetClass()] if rpl then local success = ReplaceSingle(ent, rpl) if success then c = c + 1 end end end
ply:ChatPrint("Replaced " .. c .. " HL2 entities with TTT versions.") end concommand.Add("tttweaponplacer_replacehl2", ReplaceHL2Ents) end
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47
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Other / Trouble in Terrorist Town / Re: Adding SWeps to the TTT weapon Placer
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on: December 07, 2011, 10:41:57 am
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Ahhhhhhhhhhh YOU MADE A BOO BOOO!  Look at like 30 and compare it to 29. Here is the code. 29 weapon_ttt_glock = {name="Glock", snd="item_ammo_pistol_ttt"}, 30 weapon_ttt_ak47 = {name="AK47", snd="item_ammo_pistol_ttt"} 31 weapon_ttt_aug = {name="AUG", snd="item_ammo_smg1_ttt"} If you get the answer you get a cookie!  No but for real if you fix that it should fix your issue. At least the lua error you posted.
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48
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Other / Trouble in Terrorist Town / Re: Adding SWeps to the TTT weapon Placer
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on: December 06, 2011, 11:22:28 pm
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It is pretty simple really. All you have to do is modify the stools lua file to include your weapons so I guess I will just make an example. (I spent 5 secs on this before work so not sure if it's everything needed to be changed. All I saw to add was the new weapons to the list. See if that works. If it doesn't I will spend more time after work. TOOL.Category = "Trouble in Terrorist Town" TOOL.Name = "TTT Weapon Placer" TOOL.Command = nil TOOL.ConfigName = ""
TOOL.ClientConVar["weapon"] = "weapon_zm_pistol" TOOL.ClientConVar["frozen"] = "0" TOOL.ClientConVar["replacespawns"] = "0"
cleanup.Register("ttt_weapons")
if CLIENT then language.Add( "Tool_tttweaponplacer_name", "TTT Weapon Placer" ) language.Add( "Tool_tttweaponplacer_desc", "Spawn TTT weapon dummies and export their placement" ) language.Add( "Tool_tttweaponplacer_0", "Left click to spawn entity. Right click for matching ammo." ) language.Add("Cleanup_ttt_weapons", "TTT Dummy Weapons/ammo/spawns") end
local weps = { weapon_zm_pistol = {name="Pistol", snd="item_ammo_pistol_ttt"}, weapon_zm_shotgun = {name="Shotgun", snd="item_box_buckshot_ttt"}, weapon_zm_mac10 = {name="MAC10", snd="item_ammo_smg1_ttt"}, weapon_zm_revolver = {name="Deagle", snd="item_ammo_revolver_ttt"}, weapon_zm_rifle = {name="Rifle", snd="item_ammo_357_ttt"}, weapon_zm_sledge = {name="HUGE249", snd=nil}, weapon_ttt_m16 = {name="M16", snd="item_ammo_pistol_ttt"}, weapon_ttt_glock = {name="Glock", snd="item_ammo_pistol_ttt"}, weapon_zm_molotov = {name="Fire nade", snd=nil}, weapon_ttt_confgrenade = {name="Discombobulator", snd=nil}, weapon_ttt_smokegrenade = {name="Smoke nade", snd=nil}, weapon_ttt_customweapon = {name="Custom Weapon", snd=Ammo Type},
ttt_random_weapon = {name="Random weapon", snd=nil}, ttt_random_ammo = {name="Random ammo", snd=nil},
ttt_playerspawn = {name="Player spawn", snd=nil} }
local mdls = { weapon_zm_pistol = "models/weapons/w_pist_fiveseven.mdl", weapon_zm_shotgun = "models/weapons/w_shot_xm1014.mdl", weapon_zm_mac10 = "models/weapons/w_smg_mac10.mdl", weapon_zm_revolver = "models/weapons/w_pist_deagle.mdl", weapon_zm_rifle = "models/weapons/w_snip_scout.mdl", weapon_zm_sledge = "models/weapons/w_mach_m249para.mdl", weapon_zm_molotov = "models/weapons/w_eq_flashbang.mdl", weapon_ttt_confgrenade = "models/weapons/w_eq_fraggrenade.mdl", weapon_ttt_smokegrenade = "models/weapons/w_eq_smokegrenade.mdl", weapon_ttt_m16 = "models/weapons/w_rif_m4a1.mdl", weapon_ttt_glock = "models/weapons/w_pist_glock18.mdl", weapon_ttt_customweapon = "yourweaponsmodel",
ttt_random_weapon = "models/weapons/w_shotgun.mdl", ttt_random_ammo = "models/Items/battery.mdl",
item_ammo_pistol_ttt= "models/items/boxsrounds.mdl", item_ammo_smg1_ttt= "models/items/boxmrounds.mdl", item_ammo_revolver_ttt = "models/items/357ammo.mdl", item_ammo_357_ttt = "models/items/357ammo.mdl", item_box_buckshot_ttt = "models/items/boxbuckshot.mdl",
ttt_playerspawn = "models/player.mdl" };
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49
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Other / Trouble in Terrorist Town / Re: Misconfigured?
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on: December 03, 2011, 10:00:33 am
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"Server is misconfigured" usually relates to the cache not being copied correctly to the fastdl. Make sure it's chmod is set correctly. I personally had no issues with the gmod update and didn't have a new cache which means it was most likely serverside info.
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50
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Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode
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on: November 30, 2011, 12:00:59 am
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Yes, there are ways to run dedi servers on Gmod Beta. Last I checked there wasn't an easy way such a just having scrds install all the needed files. I believe you had to install a normal gmod server and copy over all the files from the gmod beta. There was a couple posts on FP about it but I didn't really pay attention. Only thing I do know is that it is definitely possible.
"Just download the server portion from HLDSUpdateTool, then clear the orangebox/garrysmod out and SVN the beta into that folder."
From Garry, "Yeah that should work.. make sure you copy all the dlls from the bin/ and garrysmod/bin/ " "Well the whole garrysmod folder really? "
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51
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Other / Trouble in Terrorist Town / Re: [Release] ttt_plaza_b6
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on: November 29, 2011, 07:43:04 am
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A friend of mine found a glitch, not sure of the replication of it because we could only get it to happen twice but while Inno if you mess with the radio that explodes enough it will indeed explode. Not sure if it was just us being stupid. Will update this if I find anything more conclusive.
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52
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Other / Trouble in Terrorist Town / Re: [Release] ttt_plaza_b6
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on: November 28, 2011, 03:07:53 am
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I like the graffiti. Gives the wall something more than just a wall. With that said I like in Vegas and we have graffiti in much weirder spots and most of them impossibly hard to get to. Some take some real parkour shit to get.
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54
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Other / Trouble in Terrorist Town / Re: Restrict Last Maps Played
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on: November 17, 2011, 10:17:28 pm
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Yea, handy man I have the same issue. It's generlly when the map is forced changed to a map or the server restarts on its default map. It wasn't supposed to be on the map yet so its like "Woah how in the F*** did I get here?" I never heard that garry was eliminating data streams right on update. I thought he was just giving a better option and fazing it out... Either way It shouldn't be to hard to recode.
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56
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Other / Trouble in Terrorist Town / Re: New Map!
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on: November 16, 2011, 08:19:58 am
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I like the general idea. Seems to me like you would benefit from a darker skybox. I would try sky_borealis01, sky_day01_08 or sky_day02_09. Those in my opinion would look much nicer!  With tht said I do have to agree with WSW, the displacements are to rectangular. It could benefit from more irregularity. Overall, really nice stuff. 
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57
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Other / Trouble in Terrorist Town / Re: A Humble Suggestion
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on: November 15, 2011, 10:50:45 am
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To be honest, I feel this is another gamemode entirely and is not how TTT should ever be thought of. What you have described is a rp/stalker thing. Sub classes wouldn't work in TTT. The dynamic of the game would be completely different and for the worse in my opinion.
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59
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Other / Trouble in Terrorist Town / Re: Non-TTT maps problem
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on: November 05, 2011, 01:46:47 am
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Well, Garrys is going to be giving more and more keys as it goes on. With that said someone who a key could just test the gamemode for him. Tons of fp threads about testing gms for beta. Also Garry himself said there shouldn't be any changes that someone can't fix in a little bit.
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