• Geoforts
    95 replies, posted
When you have a problem, state which revision you are using and when the problem was known to have first started. People will not be able to pick up a flag if: -Their team has not qualified -The target flag's team has not qualified -They are already carrying a flag -Their SteamID ends with the number of the day (See included PDF documentation)
I have updated ro revision 5 now [b]Edit:[/b] Also: Password removed
Devil were all over at Ebayle's testing it out, with Night since alot of us have bugs.
Eh, I have revision 5 :downs:
So do we. :D
Lies! I have 10 slots. You?
we had 16, the server's down for the moment though
Revision 7 out. Someone confirm stability.
Can we have a change log? If this is not already added to the new version, heres some ideas. Death notices- We need to know if we killed someone, and who killed who. Less respawn time- 10 seconds is way to long to wait. Kill/death count- right now no matter how many people you kill or how many times you die you still have 0 points. Vote map after x amount of flag captures, when there is more maps. Icons in the corner, notices, and sounds to show if your flag, or an enemy flag is taken or dropped. Ragdolls when we die- right now we just disappear. When I was playing me and some other people couldn't use the panels, we couldn't spawn things, or get health and ammo. Health and Ammo gain needs to be increased, 1 bullet/health per click is not enough.
Death Notices are in the works as far as I know. The Icons for notices probably arn't goingnna happen. The Supplyboards are a bit bugged atm. Panels are fixed. Ragdolls later.
The changelog is handled via the SVN log. You can view it from an SVN client easily. Revision 9 is out. Ragdolls, deathnotices, TargetID, supply boards all work. Scoring for kills and deaths is now in (Score only affected during fight round).
my server runs revision 9 now, too bad I can't join and play :( (that problem is on my side)
Hallow guys. I made another map, that one really works. :D [url=http://www.garrysmod.org/downloads/?a=view&id=37984][img]http://www.garrysmod.org/img/?t=dll&id=37984[/img][/url] But it's a bit Small.
Revision 10: Client HUD updates Qualify round HUD now displays team weapon damage meters (Full is 100%, empty is 50%) Flag is displayed under HUD timer when the player is carrying a flag (Qualify and Fight modes)
Looks good, other than the ironsights on the gun. Hell, if you wanted I'd improve them if you regard it as being low priority.
Actually, CSE 2.0 uses a different algorithm for ironsights, so all the vectors are going to have to be changed. Garry's current method is flawed. Garry's version: [code] ang:RotateAroundAxis( ang:Right(),self.IronSightsAng.x * Mul ) ang:RotateAroundAxis( ang:Up(),self.IronSightsAng.y * Mul ) ang:RotateAroundAxis( ang:Forward(),self.IronSightsAng.z * Mul ) [/code] CSE 2.0: [code] local rx,ry,rz = Aang:Right(),Aang:Forward(),Aang:Up() local m = math.Clamp((CurTime() - self.Ctime)/IRONTIME,0,1) Aang:RotateAroundAxis(rx,self.IronAng.x*m) Aang:RotateAroundAxis(rz,self.IronAng.y*m) Aang:RotateAroundAxis(ry,self.IronAng.z*m) [/code] The difference is that changing IronAng.x will only affect the gun's pitch. In Garry's version, changing IronSightsAng.x would affect pitch, yaw, and roll (assuming yaw and roll are not 0). I'll make sure I line up the sights correctly this time, unless you want an early version of CSE 2.0 to do it in. Actually, on second thought, it may be better to fetch ry after rotating the angle over rx and rz.
People on my server complain about seeing errors in revision 10! They say, they see the sign, and behind it an error. Fix please?
I have no idea what you're talking about and had no way to test it with other players. I didn't change any code for the signs. Okay, it would help if you were on your server.
check yourself: 208.122.57.235:27015
Get on your server.
[QUOTE=Night-Eagle]Actually, CSE 2.0 uses a different algorithm for ironsights, so all the vectors are going to have to be changed. Garry's current method is flawed. Garry's version: [code] ang:RotateAroundAxis( ang:Right(),self.IronSightsAng.x * Mul ) ang:RotateAroundAxis( ang:Up(),self.IronSightsAng.y * Mul ) ang:RotateAroundAxis( ang:Forward(),self.IronSightsAng.z * Mul ) [/code] CSE 2.0: [code] local rx,ry,rz = Aang:Right(),Aang:Forward(),Aang:Up() local m = math.Clamp((CurTime() - self.Ctime)/IRONTIME,0,1) Aang:RotateAroundAxis(rx,self.IronAng.x*m) Aang:RotateAroundAxis(rz,self.IronAng.y*m) Aang:RotateAroundAxis(ry,self.IronAng.z*m) [/code] The difference is that changing IronAng.x will only affect the gun's pitch. In Garry's version, changing IronSightsAng.x would affect pitch, yaw, and roll (assuming yaw and roll are not 0). I'll make sure I line up the sights correctly this time, unless you want an early version of CSE 2.0 to do it in. Actually, on second thought, it may be better to fetch ry after rotating the angle over rx and rz.[/QUOTE] There's two more things I don't like about the ironsights, there's no FOV change (CoD, anyone?) and the crosshair is still drawn to the screen. About the weapons in general, the view model FOV is too large, and the view model looks like it's further away than it is on CS: Source. Also, I hope in your base you have put stance based accuracy and increases bullet spread and recoil accordingly.
[QUOTE=Night-Eagle]Get on your server.[/QUOTE] I can't, my Geforce 9600 GT is broken
[QUOTE=DrDevil]People on my server complain about seeing errors in revision 10! They say, they see the sign, and behind it an error. Fix please?[/QUOTE] I joined your server, and did not see any error models. The script does add the models to the resource list, so if there are any problems there, it is beyond my control. I did notice that the gamemode was not fully loaded. I double-checked to see if the SVN version works by loading it, and it works fine. Conclusion: Delete your geoforts/gamemode folder and update again. Rename your addons folder as well. [QUOTE=SteveUK]There's two more things I don't like about the ironsights, there's no FOV change (CoD, anyone?) and the crosshair is still drawn to the screen. About the weapons in general, the view model FOV is too large, and the view model looks like it's further away than it is on CS: Source. Also, I hope in your base you have put stance based accuracy and increases bullet spread and recoil accordingly.[/QUOTE] Damn, you haven't even seen CSE 2.0 yet! CSE 1.x is under the known bugs list, and I wasn't joking when I put it there.
ok gonna do that later, as I have to be in school in... ehr... 5 hours and I need some sleep ... for now I have locked the server with a random password...
Does Anyone know Geoforts+? Is it made by you Too? Can you release it?
Geoforts+ was a modifacation of the orginal by Devenger and Rabid Toaster. Sorry if I forgot anyone.
Cringerpants. GF+ still works though. :v:
It better do :argh: This and GeoForts+ are great gamemodes.
Umm Night - Egale you have a rather quite critical issue with props randomly disappearing. We were playing on the Builders Alliance server on gf_styio and we had quite a few props out but then random props started disappearing we tried clearing the clutter up that didn't help. All I can guess at is either the server had a prop protection thign on as it showed up on the right or you have a prop limit or something.
Yeah, the server has simple prop protection!
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