[QUOTE=Remscar;37886962]I most likely will have a built in anti-teamkill mechanic next build.
It may involve stripping the person of all their weapons and freezing them in place.[/QUOTE]
This would be cool.
Keep up the good work, [URL="http://www.reddit.com/r/truegaming/comments/10syix/morbus_a_mod_for_garrys_mod_where_you_essentially/"]I posted a thread on reddit[/URL] about the mod and it got some positive response.
[QUOTE=RandomPerson15;37877015]Well Remscar, there is an error that's been happening. I'm not sure how to explain it but I'll give you an example:
Person A kills Person B for no reason, the round ends..BUT 1) He wasn't a brood but the round ended anyway or 2) He wasn't the only Brood or 3) He was brood last round but I didn't check to see if this was true.
Hope you notice this soon and fix it.[/QUOTE]
So will this problem be fixed or is it something that can't be dealt with?
[QUOTE=Lady Siara;37889860]This would be cool.
Keep up the good work, [URL="http://www.reddit.com/r/truegaming/comments/10syix/morbus_a_mod_for_garrys_mod_where_you_essentially/"]I posted a thread on reddit[/URL] about the mod and it got some positive response.[/QUOTE]
Thanks a lot! There have been two attempts to get some attention from Reddit but both have failed. Looks like it finally got some +'s and won't get buried.
=============================================
Also:
[B]TIMING:[/B]
[QUOTE][IMG]http://cloud-2.steampowered.com/ugc/1137415518055145784/F0A78244762C22EEE3BC2FCFA237464505163F01/[/IMG][/QUOTE]
We had it.
[B]Morbus top 10 on ModDB[/B]
[IMG]http://puu.sh/1bcYM[/IMG]
Can someone else make a post about the problem? I don't think Remscar notices rounds are ending fast due to a glitch/bug/whatever.
[QUOTE=RandomPerson15;37905132]Can someone else make a post about the problem? I don't think Remscar notices rounds are ending fast due to a glitch/bug/whatever.[/QUOTE]
Chill, one post is enough. Bug splatting takes time and testing especially with logic errors.
I'm close to a release on the new Outpost map, with a "mor" prefix and everything, and I'm pretty psyched about it (I'd estimate it will be ready for testing by monday). For gameplay, expect the map to feel smaller and less boring to traverse with more ways to reach your objectives. For graphics, well it won't look like complete and utter garbage anymore. It pains me to see people still playing on the old one, there are so many things I look at in that map and go "what was I thinking?" The new one will be much better.
Everytime I join a server the game crashes, any help?
[QUOTE=leet_name;37915480]Everytime I join a server the game crashes, any help?[/QUOTE]
Reinstall Garry's mod.
[QUOTE=Remscar;37915631]Reinstall Garry's mod.[/QUOTE]
I did, it still doesn't work.
[QUOTE=splitsticks;37911917]Chill, one post is enough. Bug splatting takes time and testing especially with logic errors.
I'm close to a release on the new Outpost map, with a "mor" prefix and everything, and I'm pretty psyched about it (I'd estimate it will be ready for testing by monday). For gameplay, expect the map to feel smaller and less boring to traverse with more ways to reach your objectives. For graphics, well it won't look like complete and utter garbage anymore. It pains me to see people still playing on the old one, there are so many things I look at in that map and go "what was I thinking?" The new one will be much better.[/QUOTE]
I know but he's not replying so I was assuming he's ignoring me or not interested or so.
[QUOTE=leet_name;37915820]I did, it still doesn't work.[/QUOTE]
It may be an issue with the server, try joining Preytech's server.
Record what happens and upload please.
Work fine, thank.
The custom guns in the game dont make any noise for me. But I can hear noises from CS:Source guns.
Not sure how to fix this. I reinstalled gmod once.
[QUOTE=rbaxter;37976469]The custom guns in the game dont make any noise for me. But I can hear noises from CS:Source guns.
Not sure how to fix this. I reinstalled gmod once.[/QUOTE]
Usually you need to restart Garrysmod once for the sounds to work.
Make sure you have custom sounds enabled in options.
mor_outpostnorth32! This is the successor to para_outpostnorth30, or rather the completed version. It's been nearly 4 years of on-and-off (mostly off, really mostly off) work, and it's finally complete. Feels pretty good
[URL]http://www.garrysmod.org/downloads/?a=view&id=132765[/URL]
I am reasonably sure it is bug and exploit free but I know better than to say that for sure, so it will probably need a bit of a trial run before it's heavily used. I'm most worried that the particle effects are too intense and may lag some weaker machines, although I've had zero slowdown. Also I can't be sure that the morbus entities are all working properly without playing a game. Other than that I mostly want to squash exploits and balance issues if they come up.
Lol para_spaceship still being played ^^... Sry guys I don't have the source map.
Hell yeah people like spaceship. I think it's the layout, it's simple but effective with plenty of nooks and secrets.
Also, if anyone can download mor_outpostnorth32_a1, test it out a bit, and give feedback, I'd appreciate it. I've cut back drastically on the particle effects and optimized it a bit. It should now have viable Morbus item drops as well. [url]http://www.garrysmod.org/downloads/?a=view&id=132767[/url]
[editline]10th October 2012[/editline]
Would anyone be interested in joining my crappy morbus listen server to help me test? Pls?
Done trying for tonight.
[b]EDIT[/b]
Apologies for the constant updating, I tweaked the map again for some generally better performance and reliability. If I were more experienced at this I would have known to make these optimizations already, but I'm kind of learning as I go with this.
mor_outpostnorth32_a2
[URL]http://www.garrysmod.org/downloads/?a=view&id=132775[/URL]
[QUOTE=splitsticks;37987885]Hell yeah people like spaceship. I think it's the layout, it's simple but effective with plenty of nooks and secrets.
Also, if anyone can download mor_outpostnorth32_a1, test it out a bit, and give feedback, I'd appreciate it. I've cut back drastically on the particle effects and optimized it a bit. It should now have viable Morbus item drops as well. [URL]http://www.garrysmod.org/downloads/?a=view&id=132767[/URL]
[editline]10th October 2012[/editline]
Would anyone be interested in joining my crappy morbus listen server to help me test? Pls?[/QUOTE]
Ill test it out now, and if its good ill put it on the PreyTech server.
-edit-
Also FPS from my home computer is sort of useless since i get 290 inside and 250 outside.
[B]Morbus 1.2.1 Released[/B]
[U]Changelog[/U]
-Reverted Swarm Alien sounds to old version (no more screeching)
-Increased battery to 30 seconds
-Added a new page to the quick guide
-Fixed a problem with Swarm Aliens spawning sometimes
-Round logs automatically save inside data/Morbus/logs now on both client and server (Server has a bit more information)
-Round log will automatically print inside admins consoles after the round ends
-Increased time delay between last round of a map and map change
-Hopefully fixed a problem with flashing alien night vision
-Fixed a tooltip for the Adaptive Carapace upgrade
Get the latest version at [URL="http://morbus.remscar.com/download.html"]http://morbus.remscar.com/download.html[/URL]
I'll be running a small morbus 1.2.1 listen server for mor_outpostnorth32_a2, probably for about 2 hours or so, possibly longer if we get people to playtest and it goes well. The map is 85mb so getting it from garrysmod.org before joining is very recommended.
-edit-
server stopped, no joins so I still have yet to playtest it
-edit-
I'm bored so I'll post this thing I've been thinking of to punish humans for killing other humans and broods for shooting down humans, and it works off the game's current leveling system:
A) For broods, say they need 100 exp to level (get a new ability) and they get 100 exp from a true alien-form kill (with perhaps 50 bonus exp if they've taken 0 recent damage, rewarding players for cleaner kills). For every point of gun damage they deal to humans they lose 1 exp. They can't lose their already-unlocked abilities but they can still lose enough exp to make their next upgrade very far away, and it is possible for exp to go negative.
b) Humans also gain exp and levels. Levels come at 100 exp intervals and humans get +100 exp for killing a brood, +5 exp for killing a spawn, and +50 exp for completing a need. Granting significant exp for completing needs discourages both player camping and passive brood play because players will out-level you if you don't act. Level rewards may be something like "passive +10% gun damage to alien spawns and uncovered broods". For every point of gun damage they deal to another human OR A BROOD IN HUMAN FORM they lose 1 exp (their exp can go negative as well). Humans also cannot lose levels but can drop their exp very low and make their next level very far away. However any time a human shoots a disguised brood that exp loss is recorded, and if that brood is killed (or the brood leaves the game) then all of that exp loss is immediately refunded. To write that more clearly; When a brood dies all exp loss to any human who ever shot that disguised brood is immediately refunded. Exp may be rewarded for kill assists against broods depending on balance.
In theory a system like this would:
1) punish broods for gunning humans down
2) punish humans for discharging their weapon on another player without the intent of killing a disguised brood
3) make games more exciting by discouraging passive play on both sides
4) most importantly it does not create any exploits to identify a disguised brood
We need more servers.
There's barely any.
[B]Morbus 1.3.0 has been released[/B]
TL;DR Patch notes:
Works in GM13 now
There are some bugs, for example random models are pink colored, idk why, waiting for garry to fix.
Some unseen bugs may arise, please report them here.
Thanks you!
[url]http://morbus.remscar.com/download.html[/url]
[QUOTE=Remscar;38174341][B]Morbus 1.3.0 has been released[/B]
TL;DR Patch notes:
Works in GM13 now
There are some bugs, for example random models are pink colored, idk why, waiting for garry to fix.
Some unseen bugs may arise, please report them here.
Thanks you!
[url]http://morbus.remscar.com/download.html[/url][/QUOTE]
[B]Morbus 1.3.2 has been released[/B]
Fixes a number of bugs in 1.3.0 which were not found due to a lack of time beta testing, please be sure to update your servers.
[url]http://morbus.remscar.com/download.html[/url]
Ok. I have really strange problem on my Debian6 server. The gamemod doens't work if there are _morbus.txt files in maps folder. We have weapons but the game doesn't start. IF i remove these .txt files the game works fine expect there are no weapons on the map.
This is error that accures if there is .txt file in maps folder:
[code]Attempted to create unknown entity type func_buyzone!
Can't init func_buyzone
Attempted to create unknown entity type func_buyzone!
Can't init func_buyzone
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Precache of sprites/glow01 ambigious (no extension specified)
Setting CSprite to non-sprite model sprites/glow01
Precache of sprites/glow01 ambigious (no extension specified)
Setting CSprite to non-sprite model sprites/glow01
ERROR!: Can't create physics object for models/props_junk/food_pile03.mdl
Precache of sprites/glow01 ambigious (no extension specified)
Setting CSprite to non-sprite model sprites/glow01
Precache of sprites/glow01 ambigious (no extension specified)
Setting CSprite to non-sprite model sprites/glow01
Round Starts in 40
[/code]
[QUOTE=Frankess;38210665]Ok. I have really strange problem on my Debian6 server. The gamemod doens't work if there are _morbus.txt files in maps folder. We have weapons but the game doesn't start. IF i remove these .txt files the game works fine expect there are no weapons on the map.
This is error that accures if there is .txt file in maps folder:
[code]Attempted to create unknown entity type func_buyzone!
Can't init func_buyzone
Attempted to create unknown entity type func_buyzone!
Can't init func_buyzone
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Attempted to create unknown entity type info_player_counterterrorist!
Can't init info_player_counterterrorist
Precache of sprites/glow01 ambigious (no extension specified)
Setting CSprite to non-sprite model sprites/glow01
Precache of sprites/glow01 ambigious (no extension specified)
Setting CSprite to non-sprite model sprites/glow01
ERROR!: Can't create physics object for models/props_junk/food_pile03.mdl
Precache of sprites/glow01 ambigious (no extension specified)
Setting CSprite to non-sprite model sprites/glow01
Precache of sprites/glow01 ambigious (no extension specified)
Setting CSprite to non-sprite model sprites/glow01
Round Starts in 40
[/code][/QUOTE]
Are you trying to play Morbus on CSS maps?
No. On Morbus maps.
[QUOTE=Frankess;38211124]No. On Morbus maps.[/QUOTE]
That's odd because there are no "info_player_counterterrorist" or "buy_zone" entities on Morbus maps.
I know there has been problems with Morbus on linux servers in the past, i'm not sure how they were fixed though, and i can't debug it myself since i don't own a linux box.
[B]Morbus 1.3.3 released[/B]
Finally a stable version of Morbus for GM13!
[url]http://morbus.remscar.com/download.html[/url]
Please update your servers!
Updated. Still have this problem. Here, have new portion of errors:
[code]Weapon/ammo placement script found, attempting import...
Reading settings from script...
L 10/28/2012 - 10:33:03: Lua Error: Invalid line 4 in maps/para_outpostnorth30_v3_morbus.txt
Invalid line 4 in maps/para_outpostnorth30_v3_morbus.txt
Removing existing weapons/ammo
Importing entities...
Attempted to create unknown entity type weapon_mor_r22!
L 10/28/2012 - 10:33:04: Lua Error: ERROR: Hook 'AdvDupe2_SavePositions' Failed: gamemodes/morbus/gamemode/server/sv_ent_replace.lua:377: Tried to use a NULL entity!
ERROR: Hook 'AdvDupe2_SavePositions' Failed: gamemodes/morbus/gamemode/server/sv_ent_replace.lua:377: Tried to use a NULL entity!
L 10/28/2012 - 10:33:04: Lua Error: Removing Hook 'AdvDupe2_SavePositions'
Removing Hook 'AdvDupe2_SavePositions'
[/code]
@EDIT: Doing experiment. I found that weapon_mor_r22 have different case in entities folder.
@EDIT2: Aaaaand It's fixed. Changed weapons/weapon_mor_R22 to weapons/weapon_mor_r22 and I've got Morbus working.
Can you please add scrolling to the scoreboard and decrease the window size for advanced help. The former gets cut off and the latter get cut off in a way that make it impossible to close without console or reconnecting. Both happen on somewhat small window sizes.
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