• Fretta Gamemode Base: part 2
    508 replies, posted
[QUOTE=SteveUK;18695026]yes... you just don't include them.[/QUOTE] Well, problem is, I don't know how not to include them. There's no variables in shared.lua that let you chose if you'd like classes or not. I overwrited the GM:PlayerSpawn function but then I end up being in spectator mode and fucking some fretta's stuff. If you have any ideas of what I can do I'm up to it.
Notice the function "IncludePlayerClasses()". Don't call it and you'll be fine.
-snip- Problem is here: [url]http://www.facepunch.com/showthread.php?t=854763[/url]
How would I divide a Fretta-derived gamemode into two forms (such as team-based and free-for-all)? Would I divide it into two separate gamemodes, use some hidden feature of Fretta to have it voted upon at the end of the previous gamemode, use the Fretta vote system at the start of the gamemode or throughout it, or implement a custom voting system to run at the start of the gamemode or throughout? Halp!
[QUOTE=Deco Da Man;18712945]How would I divide a Fretta-derived gamemode into two forms (such as team-based and free-for-all)? Would I divide it into two separate gamemodes, use some hidden feature of Fretta to have it voted upon at the end of the previous gamemode, use the Fretta vote system at the start of the gamemode or throughout it, or implement a custom voting system to run at the start of the gamemode or throughout? Halp![/QUOTE] It's not really possible without two gamemodes, you can make it cvar toggleable but then it's not a part of the voting system. I don't think a user would appreciate 3 different vote screens. Unless when it's on map selection you have two lists one of maps for FFA, one of maps for team-based?
[QUOTE=SteveUK;18712962]Unless when it's on map selection you have two lists one of maps for FFA, one of maps for team-based?[/QUOTE] Brilliant! Thanks.
[QUOTE=Deco Da Man;18713071]Brilliant! Thanks.[/QUOTE] It doesn't exist yet, it's just an idea.
[QUOTE=SteveUK;18713370]It doesn't exist yet, it's just an idea.[/QUOTE] You inspired me to make haunt_tm_* and haunt_dm_* maps.
There seems to be a bunch of content missing from the svn repository. Multiple gamemodes are missing materials and sounds. I have been combing our web server's access.log and it is just filling up with 404's Is the repository still [url]http://svn.facepunch.com/svn/garrysmod/trunk/garrysmod/[/url] ? Examples: [code]"GET /fretta/garrysmod/materials/hud/gmdm_icons/background.vtf HTTP/1.1" 404 254 "GET /fretta/garrysmod/sound/ware/game_new_two.mp3 HTTP/1.1" 404 242 "GET /fretta/garrysmod/materials/sprites/ware_clock_two.vtf HTTP/1.1" 404 251[/code] Also the new "Asshole Physics" is missing the cash sound for when you destroy a prop "assholephysics\cash.wav" The server is running revision 1055. I would really like to know what is going on or if I am doing something wrong so that I can get the server running nicely like it used to. Sub-Zero - ICannt.org EDIT: I know what the problem is now from the post that Clavus made on the Garryware 2 thread: [url]http://www.facepunch.com/showthread.php?p=18728616#post18728616[/url]
Well after a full study of whereabouts files are sitting in their directories, here is my observations: It would be far simpler if inside each gamemode's content folder that each gamemode itself had its materials, sounds etc. had subdirs with the content named after the gamemode itself. "garryware2" mostly follows this convention but it does break away when it comes to sprites. This would greatly simplify administration for server operators when trying to setup sv_downloadurl web servers as each gamemode is relevant to root when the client requests a file. For example: • Server tells client to download this file: <game root>\gamemodes\garryware2\materials\vgui\ware\garryware_two_logo.vmt • Client makes http request to the relative to the gamemode root as being THE root: <sv_downloadurl root>/materials/vgui/ware/garryware_two_logo.vmt • Client fails to get file as it can not be found at the sv_downloadurl root. This is not too hard to get around with a permanent redirect in apache: [code]Redirect permanent <sv_downloadurl root>/materials/vgui/ware <sv_downloadurl root>/gamemodes/garryware2/content/materials/vgui/ware[/code] IF however the files reside in the ROOT of the gamemode materials folder such as <game root>\gamemodes\gmdm\content\materials\bluredges.vtf then it is impossible to get around as it would map back to <sv_downloadurl root>/materials/bluredges.vtf meaning that a permanent redirect would need to be TO THE INDIVIDUAL FILE and not a folder. This is what holds back a standard non svn client from not downloading some materials, sounds etc. In an ideal world all the materials, sounds etc. should be just at the root garrysmod folder or if the root remapping for a gamemode could be disabled [it can't be disabled as far as I am aware]. SVN clients obviously don't have this problem as no request is needed for files because they already have them and they can reside in their default locations as this is checked before making a file request. If you don't understand what I am describing please feel free to ask.
What happened to the server? Are there any good Fretta servers open?
[QUOTE=CowThing;18751253]What happened to the server? Are there any good Fretta servers open?[/QUOTE] Garry shut it down due to the latest exploits.
There appears to be a third argument for the team.SetSpawnPoint function. I've seen it as a boolean value in a number of gamemodes (only Fretta, I think), and I can't seem to find anything about it on the Wiki or in the code. Does anyone know what it does?
Asshole physics was crashing the server, so I had to remove it
[QUOTE=garry;18962756]Asshole physics was crashing the server, so I had to remove it[/QUOTE] Fucking asshole[sp]physics[/sp] I can't find a dl link for fretta.
[QUOTE=hoot14uk;19154858]Fucking asshole[sp]physics[/sp] I can't find a dl link for fretta.[/QUOTE] It's included with Garry's Mod.
Where can I find: Tactical Police Cops and jihadstrike to add to my server and maps for plane_crazy, tactical and jihad strike. They not in SVN
Ok im trying to get the gmod beta but the link is broken for me, getting my own fretta server up and i would love to try these mods, please reply!
[QUOTE=Karmakula;20722556]Ok im trying to get the gmod beta but the link is broken for me, getting my own fretta server up and i would love to try these mods, please reply![/QUOTE] Heres the link to tascrafts topic because this got shut down, It has most of the gamemodes in it and gets updated every once and awhile when he gets permission from creators of fretta gamemodes [url]http://www.facepunch.com/showthread.php?p=20643038[/url]
Hey, is there a way to completely disabled fretta voting, i've tried fretta_voting 0 but it only disabled the ability to vote for the players. I actually want to host a Zinger dedicated server and a Garryware dedicated server, and i can't find how to block the auto gamemode vote happening about 20 minutes after the game begin. I tried to put the mp_timelimit to 120, but nothing change this.
Hello,I want to use fretta gamemodes on a server I made to mess around on with friends but I don't understand how it works. I heard it's already included in Gmod,So How do you use it?
[QUOTE=dylstew;35188952]Hello,I want to use fretta gamemodes on a server I made to mess around on with friends but I don't understand how it works. I heard it's already included in Gmod,So How do you use it?[/QUOTE] If you don't know how to use it, you're not qualified to run a server. And check the last post date instead of bumping a thread that's over a year old.
[QUOTE=Phoenixf129;35189123]If you don't know how to use it, you're not qualified to run a server. And check the last post date instead of bumping a thread that's over a year old.[/QUOTE] I noticed that just after posting,sorry. It's not running a server,I just want to play with friends on our own little private game. What's so bad about that? Just because I don't know much about gmod I'm not allowed to get help? I made a tf2 server and installed sourcemod and lots of other stuff very easily,it was very simple but for gmod thinks are a bit more complicated for some reason.
Just launch any gamemode derived from fretta with your server.
How do I install gamemodes to fretta?
[QUOTE=Anal_Febreeze;44597781]How do I install gamemodes to fretta?[/QUOTE] This is a very, very old thread, but since this is your first post, I'll forgive you. You don't install gamemodes to fretta per say, but you need to set them up so they derive from Fretta and use it as a base. Keep in mind, all the old fretta gamemodes are broken, so you'll need to fix them individually, but it's very simply to do so, even with limited knowledge. In the gamemodename.txt file inside the gamemode folder, you'll want to do this: [code] "foldername" -- Change this to whatever the gamemode folder is called { "base" "fretta13" -- If your copy of fretta doesn't have the 13 on the end, remove it here too "title" "Gamemode Name" -- What you want your gamemode to be called "menusystem" "1" "maps" "svr_" -- What prefixes you want to be associated with it on the main menu's map system "selectable" "1" "fretta_maps" { "1" "svr_" -- What prefixes you want to show up on fretta's gamemode voting } } [/code] As well, as this, inside shared.lua of your gamemode, you'll want to make sure you've got: [code] DeriveGamemode( "fretta13" ) -- Again if your copy of fretta is called something else, change this to that IncludePlayerClasses() [/code] But if you're working with old fretta gamemodes and not making your own, it'll already include this properly.
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