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So, without further ado this week's update consists of:
New commands:
Admins can use commands to access the skin system. The commands work like this:
- Open the console, type "ulx who" to get a list of all players and their IDs. Note down the ID of the player you want to edit.
- Use the console command "tsu_listmodels" to see a list of available models. Note down the alias (the first entry) of the model you want to use.
- Use the console command "tsu_setmodel <id> <alias>" to set the model for a player temporarily.
- To see what model a user is using, you can use the "tsu_getmodel <id>" command.
- If no skins are working (i.e. the Hunters have the normal combine model instead of the Color-me-Combine) you can use the command tsu_rldmodels to force a reload of the skin system. Be advised: This will severely lag the server for a few seconds!
These commands will be polished and integrated into ULX if I have a bit more time.
I hope you enjoy the changes; as usual your feedback will shape future development!
Regards,
Tsukasa
The latest bunch of updates contains a few interesting changes:
I hope you enjoy the changes. As usual, I am thankful for feedback and ideas.
Because I have rewritten the entire gamemode, there might be a few points missing. However, the notable changes include:
I hope the changes are to your liking.
I have added the first tauntpack to the server. It's the jacksfilms Your Grammar Sucks pack I have compiled as an example.
You can download the sources for the tauntpack[gamescdn.otakulounge.org]. Hopefully this will enable you to make your own, upload them to the Workshop and give me the IDs so I can test and add them to the server. The advantage of a tauntpack is clear: You can maintain the pack yourself, add/edit contents and do not have to rely on me to update/upload it.
I hope you enjoy the changes, as usual your feedback is highly appreciated and will influence the direction of further development.
I wanted to try to create a new taunt pack for the server using the template you posted in the last update. If I've done everything right and you like it, feel free to add it :)
You can get it from here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=271986408
Also I realized something is missing in the template: the hook to modify hunters's taunts. I don't know if the feature is present in the code but if this is the case it would be nice to have it in the example lua script.
See you later!
--
FB
Edit: To add Hunter taunts, simply use GAMEMODE.Hunter_Taunts instead of GAMEMODE.Prop_Taunts. You can also do fancy things like re-ordering taunts or removing taunts altogether. You can see the Garry's Mod wiki[wiki.garrysmod.com] for some practical examples.
I will offer an addon you can use to create/test your tauntpacks in Sandbox gamemode to ensure they work as expected. Download will follow somewhere around the weekend.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=272852615
The Tauntpack Loader for the vanilla Prop Hunt version has received much better ratings than I ever expected and gained an astonishing amount of subscribers. Considering the addon does nothing by itself, this is quite surprising. My heartfelt thanks to everyone who uses the addon to decrease the amount of Prop Hunt repacks on the Workshop. I hope I can provide a cool tauntpack for Workshop users within a resonable timeframe.
Except for a few small points I am happy with the state of our version of Prop Hunt. To the best of my knowledge there are no longer any blatant/game-breaking bugs present in the game, people rarely get stuck anymore and the game mechanics are balanced enough.
This means I will probably start polishing things up a bit. A few points from my ever-growing to-do list:
I hope you like the changes. As usual, please feel free to provide feedback, suggestions and/or ideas.
While I have monitored the 4 server consoles since Wednesday and investigated the errors I encountered while you were playing, please try your best to break the game and go crazy on the common commands (kick, ban, gag, mute, gimp etc.) so I have a chance flush out the last regressions.
On that note: the servers will be down for a brief period on 2014-07-12 to ensure the addons/gamemode is consistent across all machines (too much hotfixing, sorry!).
Addendum 19:35 GMT+1: Maintenance finished.
I hope this week's chaos does not put you off from using our servers. As usual I'm delighted to hear your feedback/input!
What I have been working on
My primary focus for the past two weeks were ironing out the last slew of bugs that made it's way into the gamemode after the Garry's Mod update. Round timers and door burst timers are still occassionally broken (it's an issue that Facepunch needs to address). The grappling hook should stay disabled for the time being, it causes all sorts of whacky, uncontrollable behaviours, I have not been able to reproduce any of the problems locally.
There is also a new user-interface coming, addressing some of the shortcomings of the original Fretta HUD and the way we "blind" Hunters at the start of a round. On some smaller maps you notice that the screen gets all bright and chat text will "smear" all over the place. The new blinding mechanism will resolve this while keeping all the good things of the old one.
The Feral Props pathfinding and animation is coming along, while nowhere being done the entity is coming closer to becoming feasonable for everyday use. They might make a first appearance during the next 6 weeks.
As I have pointed out in my last update post, there is now the beautiful domain http://prophunt.eu, adding to that you can see our banlist on http://bans.prophunt.eu. The group rewards are working and joining the Steamgroup prop_hunt will give you an achievement ingame.
The ugly political stuff
You might have noticed that we currently operate 4 servers. #3 and #4 are running on the same VPS which will be terminated 2014-09-01. I will be searching for a feasonable alternative, my goal is to find a reasonably priced host that will no longer overbook RAM, bottle the CPU and will allow us to grow and scale (in terms of having some excess performance). Or simply put: I will continue to search for a host that will eliminate the red-text of death lags we sometimes have.
Servers #1 and #2 are not affected as both serve multiple purposes right now, even though I am unhappy about their overall performance/cost ratio (I am looking at you, play.prophunt.eu...).
The not-all-that-ugly-but-still-bad political stuff
Fretta voting has been disabled a while ago due to the fact that a minority of people vote for an unpopular map like de_nuke or even TF2 maps unsuitable for Prop Hunt that no one really wants to play. Due to people being dumb and our map pool being big, two votes on a map have a chance to win. The consequence: players leave the server (if I join a server to play cs_italy, I want to play cs_italy - not de_nuke).
Unfortunately this has implications on the overall operation: I either have to manually reset the map to something "proper" or cease operation of a server that runs at approx. 2 players, which is simply not enough to justify the expenses/time. My stop-gap solution for this has been disabling Fretta voting but I do not intend to keep it that way.
We have a few feasonable options:
I would really appreciate your feedback, opinions and your ideas here!
See you next time!
--
FB
Not much, as it turns out. Most of the stuff is either ongoing or behind-the-scenes plumbing work. Nevertheless, here is the list of things going on:
Apart from that I very much enjoy Final Fantasy XIV: A Realm Reborn on the Playstation 4.