Version 5
- Anti AFK improvements
- Increased bystander kill speed penalty
- Added random names (like Det.Defective suggested)
- Removed random prints to console
And yes i am fine i just want the ability to moderate the rude people on the server and stop people from getting in to a yelling contest with cussing each other .-.
Really like the Anti-AFK and the bystander names are a nice touch. I've found a way to show names of players talking for admins/mods, but keep it say the fake names for all other players. Keep up the good work.
[QUOTE=AndyDemon;42581386]And yes i am fine i just want the ability to moderate the rude people on the server and stop people from getting in to a yelling contest with cussing each other .-.[/QUOTE]
Not sure that's ever going to happen if you can't chill out and just silently inform admins of any problematic people. Posting about it on a forum thread isn't really the ideal place.
Two issues with the footsteps:
1) They lag the murderer. At least me. And I'm running on a high-end computer. I talked with a few other people and they also are lagging.
2) The murderer sees his own footsteps? I can understand that partially, but eh... I kinda feel like he shouldn't see his own.
[QUOTE=Noi;42584330]Local voice chat is just perfect for this game[/QUOTE]
I agree it's really suited here, but can it be modified a bit? Like, maybe made a tiny bit louder. Might be my hearing, but I was struggling quite a bit to hear last night.
I think the murderer should have more abilities like to go invisible for 15 secs or something instead of just having a knife. The gamemode is really good and all but I think it would be better with a few more things like weapons or abilities added to it.
[QUOTE=Grimmus;42585643]I think the murderer should have more abilities like to go invisible for 15 secs or something instead of just having a knife. The gamemode is really good and all but I think it would be better with a few more things like weapons or abilities added to it.[/QUOTE]
more abilities? no.
sometimes the match is very long like 10 to 20 min and then people start to get a little bored so I think it might be better with abilities but that's my opinion.
[QUOTE=Handsome Matt;42586232]Round timers would be good.[/QUOTE]
Totally agreed. If the anti-afk thing doesn't already do it, it might be a good idea to end the round if the murderer doesn't get a kill in x amount of time.
The fast paced rounds were extremely fun, but sometimes it felt like nothing was happened.
Last time we played, we had a lot of fun, but had a huge issue.
About 30 seconds into the round, we found out who the killer was. In a group of 24-28 players. I honestly hate high player counts, figure this is something more suited to 16 (like TTT), but I'll roll with this anyway. They managed to kill the person who spawned with a gun right off the bat. Everyone else was trying to grab the loot but, with the amount of people, couldn't get enough among themselves, so they all wound up getting stabbed. Only person who had a gun? Too busy messing about in a tree, facing a wall. I have a few suggestions I'd like to make. Since round timers have already been brought up, I'll skip that.
It's an odd request, but could the bystanders at least get fists that damage a murderer for 5% of his health? This way, a gang without weapons could try to knock a single target senseless. I understand that this can be used for trolling purposes, but this is why staff exists. Could make it an option for those who prefer the regular "gun or nothing" system.
Also, there could be different qualities of loot that spawn in. Bronze-textured loot for 1 point, silver-textured loot for 2 points, and gold-textured loot for 3 points. It'd be a bit silly, seeing bronze hula dolls, silver clipboards and gold saws around, but given the game's lack of seriousness, I think it'd work out.
I've one more thing to suggest, and it falls in line with Murderer abilities. Not talking about invisibility or anything like that, but with the random names included (thanks much, by the way), I was wondering if the Murderer could change their player color and name, sort of like the context menu you have for voice messages on Q (speaking of which, I should really stop spamming HELP). Hold C, get four slots, north being the color/name you start with, and east/west/south being ones you can set up yourself. Make a Teal Zulu, Blue Guardian, White Juliett, that sort of thing. Could use it to cover your tracks, or implicate somebody else.
Still having fun, just need to find a good server for it. Trying to convince a friend of mine to host this gamemode.
well, good job on making this, it seems well made.
However, for me anyway, it was boring as fuck.
[QUOTE=Det.Defective;42586411]It's an odd request, but could the bystanders at least get fists that damage a murderer for 5% of his health? This way, a gang without weapons could try to knock a single target senseless.[/QUOTE]
I thought the point was that the bystanders had no other options except taking that one educated guess with a pistol.
Or maybe I'm getting my games confused.
I opened a murder server hosted out of dallas
gmg2.game.nfoservers.com:27015
[QUOTE=Luni;42587359]I thought the point was that the bystanders had no other options except taking that one educated guess with a pistol.
Or maybe I'm getting my games confused.[/QUOTE]
You aren't getting your games confused. Thing is, it's massively irritating when a mob of eight or ten unarmed folks is completely worthless (save for a human barrier that'll last no more than ten seconds at best) while a murderer can just sprint into them and stab the living hell out of them with not even a slight threat. It'd be nice to have something that'd give a weaponless group a fighting chance.
Suggestion for servers owners, you should make sure your server has a motd system, 'cuz a few people asked how to play when I was on.
[QUOTE=NiandraLades;42588844]Suggestion for servers owners, you should make sure your server has a motd system, 'cuz a few people asked how to play when I was on.[/QUOTE]
I would put a MOTD but I find that most players on gmod just completely ignore the MOTD. So basically I kind of find a MOTD useless since no one bothers reading it most of the time.
[QUOTE=Extronic;42589862]I played a bit of this today. Maybe you could add an easy way of finding out which name and color goes with which person, or make the scoreboard the name and color to make it easy to mute annoying people.[/QUOTE]
If you edit the cl_voicepanels.lua you can make it so admins can see who is talking. Just change
[CODE]function PANEL:SetBystanderState(state)
local col = self.ply:GetPlayerColor()
local color = Color(col.x * 255, col.y * 255, col.z * 255)
local ply = LocalPlayer()
self.Color = color
self.Bystander = state
if state then
self.LabelName:SetText(self.ply:GetBystanderName())
self.LabelName:SetTextColor(color)
self.ColorBlock:SetVisible(true)
self.Avatar:SetVisible(false)
else
self.LabelName:SetTextColor(color_white)
self.LabelName:SetText( self.ply:Nick() )
self.ColorBlock:SetVisible(false)
self.Avatar:SetVisible(true)
end
end[/CODE]
to
[CODE]function PANEL:SetBystanderState(state)
local col = self.ply:GetPlayerColor()
local color = Color(col.x * 255, col.y * 255, col.z * 255)
local ply = LocalPlayer()
self.Color = color
self.Bystander = state
if state then
self.LabelName:SetText(self.ply:GetBystanderName())
self.LabelName:SetTextColor(color)
self.ColorBlock:SetVisible(true)
self.Avatar:SetVisible(false)
else
self.LabelName:SetTextColor(color_white)
self.LabelName:SetText( self.ply:Nick() )
self.ColorBlock:SetVisible(false)
self.Avatar:SetVisible(true)
end
if ply:IsAdmin() or ply:IsUserGroup("moderator") then
self.LabelName:SetTextColor(color_white)
self.LabelName:SetText( self.ply:Nick() )
self.ColorBlock:SetVisible(false)
self.Avatar:SetVisible(true)
end
end[/CODE]
and whenever somebody speaks admins will be able to see who is who.
[QUOTE=Extronic;42589862]I played a bit of this today. Maybe you could add an easy way of finding out which name and color goes with which person, or make the scoreboard the name and color to make it easy to mute annoying people.[/QUOTE]
you must have played an older version then because you can already see the color of the person in the end round scoreboard and the name that was given to him.
[QUOTE=Noi;42582343]How does Anti-AFK system work?[/QUOTE]
Magic.
It moves you to spectators if you haven't pressed any keys that round. Its not very sophisticated but if you need a better solution I'd recommend a well tested third party one.
[QUOTE=Handsome Matt;42586232]Round timers would be good.[/QUOTE]
I'll look into it.
[QUOTE=Det.Defective;42586411]Last time we played, we had a lot of fun, but had a huge issue.
About 30 seconds into the round, we found out who the killer was. In a group of 24-28 players. I honestly hate high player counts, figure this is something more suited to 16 (like TTT), but I'll roll with this anyway. They managed to kill the person who spawned with a gun right off the bat. Everyone else was trying to grab the loot but, with the amount of people, couldn't get enough among themselves, so they all wound up getting stabbed. Only person who had a gun? Too busy messing about in a tree, facing a wall. I have a few suggestions I'd like to make. Since round timers have already been brought up, I'll skip that.
It's an odd request, but could the bystanders at least get fists that damage a murderer for 5% of his health? This way, a gang without weapons could try to knock a single target senseless. I understand that this can be used for trolling purposes, but this is why staff exists. Could make it an option for those who prefer the regular "gun or nothing" system.
Also, there could be different qualities of loot that spawn in. Bronze-textured loot for 1 point, silver-textured loot for 2 points, and gold-textured loot for 3 points. It'd be a bit silly, seeing bronze hula dolls, silver clipboards and gold saws around, but given the game's lack of seriousness, I think it'd work out.
I've one more thing to suggest, and it falls in line with Murderer abilities. Not talking about invisibility or anything like that, but with the random names included (thanks much, by the way), I was wondering if the Murderer could change their player color and name, sort of like the context menu you have for voice messages on Q (speaking of which, I should really stop spamming HELP). Hold C, get four slots, north being the color/name you start with, and east/west/south being ones you can set up yourself. Make a Teal Zulu, Blue Guardian, White Juliett, that sort of thing. Could use it to cover your tracks, or implicate somebody else.
Still having fun, just need to find a good server for it. Trying to convince a friend of mine to host this gamemode.[/QUOTE]
I'm thinking of making the Murderer able to temporarily disguise as a corpse, taking their name and colour for about 30 seconds.
[QUOTE=LauScript;42587314]well, good job on making this, it seems well made.
However, for me anyway, it was boring as fuck.[/QUOTE]
Thanks, I guess.
[QUOTE=Det.Defective;42587834]You aren't getting your games confused. Thing is, it's massively irritating when a mob of eight or ten unarmed folks is completely worthless (save for a human barrier that'll last no more than ten seconds at best) while a murderer can just sprint into them and stab the living hell out of them with not even a slight threat. It'd be nice to have something that'd give a weaponless group a fighting chance.[/QUOTE]
It is annoying but fists are worse. People spend most of the time punching each other randomly and not actually playing the game. Imagine how you feel when you get shot randomly except this happens every game. When people arn't given a specific target they attack willy nilly.
[QUOTE=NiandraLades;42588844]Suggestion for servers owners, you should make sure your server has a motd system, 'cuz a few people asked how to play when I was on.[/QUOTE]
[QUOTE=wishbone;42589797]I would put a MOTD but I find that most players on gmod just completely ignore the MOTD. So basically I kind of find a MOTD useless since no one bothers reading it most of the time.[/QUOTE]
This.
[QUOTE=Extronic;42589862]I played a bit of this today. Maybe you could add an easy way of finding out which name and color goes with which person, or make the scoreboard the name and color to make it easy to mute annoying people.[/QUOTE]
It is an issue, I'm not really sure how to solve it without revealing which player is what color and name.
[QUOTE=WitHuntybee;42591754]If you edit the cl_voicepanels.lua you can make it so admins can see who is talking. Just change
and whenever somebody speaks admins will be able to see who is who.[/QUOTE]
The problem with showing the real name of players at any point in the round is that this gamemode is about deception, you're not supposed to know any information about the other players, you're are supposed to be confused and have no idea who the murderer is.
[editline]21st October 2013[/editline]
[QUOTE=Grimmus;42593389]you must have played an older version then because you can already see the color of the person in the end round scoreboard and the name that was given to him.[/QUOTE]
You can also mute from that screen as well.
Also apparently there was a Murder gamemode back in the day that I had never heard of, but is pretty much exactly like mine. Its even called Murder aswell.
[url]http://facepunch.com/showthread.php?t=774017[/url]
It's Murder Mansion but 3D! Also somewhat detailed
[QUOTE=TheNerdPest14;42602411]It's Murder Mansion but 3D! Also somewhat detailed[/QUOTE]
I'll never get that MIDI out of my head!
Now, I'm reading through this topic and I can't help but feel confused, because my experience with this gamemode has been pretty terrible.
The literal second a server hits above 8 people it seems the game becomes unplayable. The first round I just ran around in the snow with no understanding of what was happening for like five minutes until the bystanders magically won. I figured out that the green objects earn you points towards a gun, which is pretty hellish if you expect to grab 5 in a 30/30 server. And if the murderer doesn't plan on being a murderer, it's basically a lobby.
Also, if the murderer ACTUALLY plans on murdering - regardless of whether or not you have a gun you're dead in one hit. This would be fine, except he's got the will to hide or show his knife, so you he can pull it out in a tenth of a second and stab you.
All of these things are issues with the design of the game - not the code itself. I hate to be the guy that compares apples to oranges, but this feels like an anorexic version of TTT.
Admins really need a way to discover which player is which.
[QUOTE=wauterboi;42734887]Now, I'm reading through this topic and I can't help but feel confused, because my experience with this gamemode has been pretty terrible.
The literal second a server hits above 8 people it seems the game becomes unplayable. The first round I just ran around in the snow with no understanding of what was happening for like five minutes until the bystanders magically won. I figured out that the green objects earn you points towards a gun, which is pretty hellish if you expect to grab 5 in a 30/30 server. And if the murderer doesn't plan on being a murderer, it's basically a lobby.
Also, if the murderer ACTUALLY plans on murdering - regardless of whether or not you have a gun you're dead in one hit. This would be fine, except he's got the will to hide or show his knife, so you he can pull it out in a tenth of a second and stab you.
All of these things are issues with the design of the game - not the code itself. I hate to be the guy that compares apples to oranges, but this feels like an anorexic version of TTT.[/QUOTE]
Did you ever consider that perhaps you're playing with too many people? Also you're not really supposed to be able to get a gun from the loot, I just put it there to make people not stand around in one room together.
The murderer is supposed to be able to hide it really easily, on a server with <12 players it can be quite hard for the Murderer to hide the fact he is the Murderer. All these servers, I think, have too many players playing. The sweet spot is really somewhere between 5 and 12.
Also PewDiePie played Murder, 1.5 million people have watched him. I feel like I achieved something.
[video=youtube;rcCxWEN4Cas]http://www.youtube.com/watch?v=rcCxWEN4Cas[/video]
Is it just my server, or do a lot of people time out while playing this?
Also, I see other servers playing on ttt/various maps. Does this mean any map is okay with the gamemode? If I recall, office and de_chateau were the only two that originally worked.
[QUOTE=NiandraLades;42756631]Is it just my server, or do a lot of people time out while playing this?
Also, I see other servers playing on ttt/various maps. Does this mean any map is okay with the gamemode? If I recall, office and de_chateau were the only two that originally worked.[/QUOTE]
You can create more text files for each map in the the murder/content/data folder.
[QUOTE=NightmareX91;42757380]You can create more text files for each map in the the murder/content/data folder.[/QUOTE]
There are commands to create spawns and loot positions for maps.
Heres the latest copy of the commands file [url]http://pastebin.com/f75XpRfp[/url] you can also find a copy in the gamemode folder.
If you create custom spawn points and loot positions you should give me the files so I can include them by default.
Oh, okay, thank you for the infomation. Should I load up a map with the murder gamemode and use this commands then? I was going to add locations to ttt_clue_pak, but was hesitant 'cuz I thought I'd have to do a bunch of tedious manual positioning stuff.
[QUOTE=NiandraLades;42759839]Oh, okay, thank you for the infomation. Should I load up a map with the murder gamemode and use this commands then? I was going to add locations to ttt_clue_pak, but was hesitant 'cuz I thought I'd have to do a bunch of tedious manual positioning stuff.[/QUOTE]
Yeah just load up the map with Murder running. The spawns will be added where you are standing so those are pretty simple. The loot spawn where you are looking often half submerged in walls so you will want to run mu_loot_respawn, move it with the physgun to the desired location, look at it and use mu_loot_adjustpos
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