[QUOTE=TheLolrus;16163146]Uh, I think the official server needs a restart. Tactical Police Cops broke the timer, teams, and the F1 menu...[/QUOTE]
Yeah, I agree. This seems to HL2:Deathmatch more than gmod fretta...
[QUOTE=garry;16160101]I updated the beta svn with new dlls and shit to be tested. Gonna update the game server shortly (and remove SE until this update goes live, since this SVN update breaks it)
[editline]09:06PM[/editline]
Forgot changes:
Fixed SQLite exploit (Thanks to AzuiSleet)
Prevented server running restricted commands on clients (Thanks to AzuiSleet)
Fixed server crash exploit related to gm_special
Fixed rope render cache error on some maps
Fixed weapons sometimes being unselectable in weapon selection (especially when lagging or starting to record a demo)[/QUOTE]
You still haven't fixed the issues with SWeps where if you return false in SWEP:Holster() the client stops displaying the SWEP's viewmodel, and where if you return false in SWEP:Deploy() nothing happens.
[QUOTE=garry;16160101]Prevented server running restricted commands on clients[/QUOTE]
Incase anyone was wondering, this means ConCommand from the server is blocked for commands that don't have FCVAR_SERVER_CAN_EXECUTE. So if you rely on ConCommand from the server, you should consider registering your convar with the flag.
[lua]
CreateConVar( "mycovar", "defaultvalue", FCVAR_SERVER_CAN_EXECUTE )
[/lua]
This
[url]http://www.facepunch.com/showthread.php?t=775502[/url]
and jigglebones still seem to be borked, which is a bit frustrating to say the least.
I should probably allow all Lua convars to be changed from server?
[QUOTE=garry;16171457]I should probably allow all Lua convars to be changed from server?[/QUOTE]
Yes.
Now that we are on the topic of convars, can you add a flag for admin only?
[QUOTE=kevkev;16173687]Now that we are on the topic of convars, can you add a flag for admin only?[/QUOTE]
Double yes.
[QUOTE=garry;16171457]I should probably allow all Lua convars to be changed from server?[/QUOTE]
Yes and that also means all lua created concommands too, right?
There's something seriously wrong with the server. Everyone's on team unassigned and we can't press F1 to vote for change. Also it's a huge DM fest.
[QUOTE=Dlaor;16177277]There's something seriously wrong with the server. Everyone's on team unassigned and we can't press F1 to vote for change. Also it's a huge DM fest.[/QUOTE]
It's TPC isn't it?
Yeah my bad, should have removed it (or fixed the bug)
One thing that i think Fretta could use is the ability to end a round with a player as the result. For free-for-all games where only one person can win, etc. I'll add that feature quickly, it should be piss easy to do.
Okay here's what i have done:
[list][*]OnRoundWinner( ply, resulttext ) - this is called when a player wins a round (as opposed to OnRoundResult which is called when a team wins). You can add frags to their score or whatever using this.
[*]SelectCurrentlyWinningPlayer() - this is called when the time runs out. it should return the player with the current best score or whatever.
[*]RoundEndWithResult( result, resulttext ) - this is modified so that it now accepts either a player entity or a team number. Use ProcessTextResult to make your own custom text for when a player wins the round (i added a small comment that gives a simple example).
[*]HUD - now displays player name on the top if a player wins a round.
[/list]
Is there anything else i should add? As it is, it's pretty easy to use so i doubt anything else really needs adding. I'll go ahead and commit what i have.
It appears the full player rotation is only linked to the clients view, you can't manually rotate it? It works well side to side, but when I do the flip it acts weird.
[hd]http://www.youtube.com/watch?v=BETrLKDzm7k&fmt=22&hd=1[/hd]
tpc/gamemode/init.lua:20: 'end' expected (to close 'if' at line 18) near 'for'
**********************************************
**********************************************
********** COULDN'T LOAD GAMEMODE!! **********
**********************************************
**********************************************
There was a problem opening the gamemode file 'tpc/gamemode/init.lua'
Oh god, I have a Fretta Server and it has these bugs:
When voting for bomb tag, there's a build to the top map called bt_towers in the map voting list
When voting for plane crazy, there's a map where you can't get out of the spawn, it was gm_hideandseek_yard
Tactical Police Cops doesn't work
How to get current class name? I need this for my gamemode
And another bug: in my gamemode players change their team every 30 seconds, and their class choice don't save and become random each time...
ull have to fix that issue yourself hardy, store it and then reset it on change team
Lock 'n load has no maps to vote for
Sniper Wars Stealth sniper class doesn't include the stealth sniper
The Stalker mode Unit 8 players have no weapons, and they have no metrocop models on
[QUOTE=cameleot;16196331]Oh god, I have a Fretta Server and it has these bugs:
When voting for bomb tag, there's a build to the top map called bt_towers in the map voting list [b]Remove the map, then. It should be called btt_towers.[/b]
When voting for plane crazy, there's a map where you can't get out of the spawn, it was gm_hideandseek_yard [b]Remove the map, then.[/b]
Tactical Police Cops doesn't work [b]We know.[/b][/QUOTE]
There you go.
[editline]01:52PM[/editline]
[QUOTE=cameleot;16198371]Lock 'n load has no maps to vote for [b]I thought Devenger didn't release it yet.[/b]
Sniper Wars Stealth sniper class doesn't include the stealth sniper [b]What admin mod are you using?[/b]
The Stalker mode Unit 8 players have no weapons, and they have no metrocop models on [b]See above[/b][/QUOTE]
v
[QUOTE=cameleot;16198371]Lock 'n load has no maps to vote for
Sniper Wars Stealth sniper class doesn't include the stealth sniper
The Stalker mode Unit 8 players have no weapons, and they have no metrocop models on[/QUOTE]
Lock n load has a map
Garry,
could you update the gm_sqlite SVN with latest sourcecode and LuaInterface headers (if changed)?
Thanks.
[QUOTE=Hardy;16197825]How to get current class name? I need this for my gamemode
[/QUOTE]
[lua]ply:GetPlayerClassName()[/lua]
Replace ply with your player.
[editline]10:25PM[/editline]
Also, here's some screenshots of the final revision of FortwarsX. I am ready to release it, but I'm not sure if the HUD looks okay. What do you think?
[img]http://img193.imageshack.us/img193/4915/fwbattlefield0043.jpg[/img]
[img]http://img32.imageshack.us/img32/4841/fwbattlefield0042.jpg[/img]
[img]http://img6.imageshack.us/img6/9996/fwbattlefield0041.jpg[/img]
[img]http://img32.imageshack.us/img32/8743/fwbattlefield0040.jpg[/img]
[img]http://img41.imageshack.us/img41/3486/fwbattlefield0039.jpg[/img]
[img]http://img33.imageshack.us/img33/2658/fwbattlefield0038.jpg[/img]
[img]http://img188.imageshack.us/img188/2156/fwbattlefield0037.jpg[/img]
[img]http://img32.imageshack.us/img32/2004/fwbattlefield0036.jpg[/img]
[img]http://img39.imageshack.us/img39/2160/fwbattlefield0035.jpg[/img]
[img]http://img190.imageshack.us/img190/7060/fwbattlefield0034.jpg[/img]
[img]http://img17.imageshack.us/img17/2931/fwbattlefield0033.jpg[/img]
[img]http://img39.imageshack.us/img39/2666/fwbattlefield0032.jpg[/img]
[img]http://img6.imageshack.us/img6/1597/fwbattlefield0031.jpg[/img]
(Sorry for the huge wall of pictures)
Committed some new dlls..
Fixed weapons flying away if given when player is noclipped inside a prop
Fixed gravity gun dropping items when noclip sprinting
Fixed noclip 'up' getting stomped by forward/sidewards
Added HTMLPANEL:StartAnimate( int ms )
Added HTMLPANEL:StopAnimate()
Added Entity:AddEffects( int )
Added Entity:RemoveEffects( int )
Added Entity:IsEffectActive( int )
Added CTakeDamageInfo:GetDamageType( int )
Added CTakeDamageInfo:SetDamageType( int )
Added CTakeDamageInfo:SetMaxDamage( float )
Added CTakeDamageInfo:SetDamagePosition( vector )
Added Entity:TakeDamageInfo( CTakeDamageInfo )
Added util.ParticleTracer( strName, vecStart, vecEnd, boolWhizz )
Added util.ParticleTracerEx( strName, vecStart, vecEnd, boolWhizz, int iEntity, int iAttachment )
[QUOTE=garry;16203681]Committed some new dlls..
Fixed weapons flying away if given when player is noclipped inside a prop
Fixed gravity gun dropping items when noclip sprinting
Fixed noclip 'up' getting stomped by forward/sidewards
Added HTMLPANEL:StartAnimate( int ms )
Added HTMLPANEL:StopAnimate()
Added Entity:AddEffects( int )
Added Entity:RemoveEffects( int )
Added Entity:IsEffectActive( int )
Added CTakeDamageInfo:GetDamageType( int )
Added CTakeDamageInfo:SetDamageType( int )
Added CTakeDamageInfo:SetMaxDamage( float )
Added CTakeDamageInfo:SetDamagePosition( vector )
Added Entity:TakeDamageInfo( CTakeDamageInfo )
Added util.ParticleTracer( strName, vecStart, vecEnd, boolWhizz )
Added util.ParticleTracerEx( strName, vecStart, vecEnd, boolWhizz, int iEntity, int iAttachment )[/QUOTE]
Nice. These will be very useful. Are there docs for them yet?
P.S. Did you get my PM or email?
Yeah I got your PM. If you sent me an email I have probably read and ignored it..
[QUOTE=garry;16203837]Yeah I got your PM. If you sent me an email I have probably read and ignored it..[/QUOTE]
Is gmail the one you check?
Well, could you log onto MSN then and accept my request?
[QUOTE=garry;16203681]Committed some new dlls..
Fixed weapons flying away if given when player is noclipped inside a prop
Fixed gravity gun dropping items when noclip sprinting
Fixed noclip 'up' getting stomped by forward/sidewards
Added HTMLPANEL:StartAnimate( int ms )
Added HTMLPANEL:StopAnimate()
Added Entity:AddEffects( int )
Added Entity:RemoveEffects( int )
Added Entity:IsEffectActive( int )
Added CTakeDamageInfo:GetDamageType( int )
Added CTakeDamageInfo:SetDamageType( int )
Added CTakeDamageInfo:SetMaxDamage( float )
Added CTakeDamageInfo:SetDamagePosition( vector )
Added Entity:TakeDamageInfo( CTakeDamageInfo )
Added util.ParticleTracer( strName, vecStart, vecEnd, boolWhizz )
Added util.ParticleTracerEx( strName, vecStart, vecEnd, boolWhizz, int iEntity, int iAttachment )[/QUOTE]
Dude that's a good update.
Have you already considered on adding some good modules to the retail version of GMod so developers can take full advantage of them, if security allows? (Especially clientside modules like gm_chrome and gmcl_renderx)
This ain't a requests thread (unless you're requesting Fretta shit)
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