Garry's Mod

Garry's Mod

Prophunters
miks 16 Jun, 2014 @ 6:36pm
Bugs, Issues and Suggestions
Ok I felt like its hard to keep track of things on the comment section so I thought Id make a list here and updated it as needed so its easier for Mech to see and remember whats going on.

## BUGS AND OTHER ISSUES ##

- Shadows -
Theres a double shadow on players when hunters point the flashlight on them, which moves around when players have locked rotation. Disabling flashlight is a temporary solution BUT many prop hunt maps have dark spots which get abused so if theres any other way of fixing it, great. (EDIT: May be related to point shop? Not sure, will do some testing.)

- Button To Close End of Round Menu -
The screen that appears at the end of round annoys people because it cannot be closed without using the console command, especially when it bugs out and doesnt close automatically (happens sometimes when people join when the round has ended, possibly because of the motd still being open?)

Last edited by miks; 16 Jul, 2014 @ 3:16am
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Showing 1-8 of 8 comments
Griffin 17 Jun, 2014 @ 1:57am 
Are there supposed to be rounds? I was testing it with a single friend on a listen server and there was no timer or team switching, both of us just kept spawning. Is that supposed to be the case?
Griffin 17 Jun, 2014 @ 1:59am 
Also, are there server commands that can be used?
Iceman_F1 4 Jul, 2014 @ 10:56pm 
Just did a play session with some friends as a full test and I agree with the following points:

- Spectator Mode: A few times one of us went AFK. Would have been nice to let them go to a spectator mode and then come back to their team after. That and as we do game footage, would have been very helpful to have a free mode when spectating.

- Random Taunt Button: I managed to patch together F4 as a random taunt button combining the other prop hunt code and this one but the downside is to add taunts, I have to add them to 2 different locations. Would be helpful to have this built in.

Those are the major things we noticed.

Something else we noticed, team/game chat was acting weird. There was one time I did team chat that everyone saw. There was another time someone did team chat and no one saw, even those on the same time. Not sure if this is something with the game mode or not.

The custom taunts are also a bit glitchy. I tried to add some MP3's and some don't work. I made some already and they worked. I tried adding more doing the same thing I did before and they don't. Not sure why some work and others don't but not sure if this is something that can be fixed or if this is a bigger issue. The files are getting downloaded though.
miks 5 Jul, 2014 @ 5:51am 
The chat has been working fine for me so its likely some other thing causing your issue. What comes to taunts, they also work if they are the right bitrate or w/e it was called and you have specified the duration for it.
Iceman_F1 8 Jul, 2014 @ 10:42am 
I'll fully play around with it this weekend I think, but I think I got free roam after dead to work which was a huge thing for my group. I also figured out how to add a static taunt to 1 button for people, split by hunter and prop. Likely won't be ideal for others but for us it works.
RisoBaRoN 11 Jul, 2014 @ 5:28am 
I hope the camera can be fixed in the next patch, I've "tryed" doing it myself but apparently this camera can only be positioned in one place (a bit higher from props center) and doesn't allow you to rotate around the prop itself. I couldn't convert it myself, so I hope it will be fixed soon.

Since no one is using end game chat on the leaderboard, I've binned Secondary fire (usually mouse 2) to close the leaderboard after viewing it. To do this, add this code after line 418 to cl_endroundboard.lua. NOTE: line.418 should contain end and follow up with another end on 419

The code for closing:

function KeyPressed (ply, key)
if key == 2048 then if menu:Close() != nil then
print(ply:GetName() .. " pressed " .. key .. " and closing menu.\n")
menu:Close()
end end
end

hook.Add( "KeyPress", "KeyPressedHook", KeyPressed )

You can also change text on line.356 like this

draw.SimpleText("Next round in " .. math.ceil(time) .. "\nUse SECONDARY FIRE Key to exit this menu", "RobotoHUD-20", w - 4, 0, col, 2)
miks 11 Jul, 2014 @ 5:39am 
I did the same thing, but instead I made a command !close which then runs the ph_endroundmenuclose console command on the client and therefor closing the board.
Iceman_F1 11 Jul, 2014 @ 7:07am 
I have a few people who should be able to play and stress test the changes I made tonight. If all goes well, I can provide the code I added. What I've changed is as follows:

- Enable free roam after/while dead by pushing space. Don't fully get why the code works but it works which is good enough for me. Needed changing and commenting something out which is the part that didn't make sense to me.

- Set round timer to static 5 min AFTER 30 seconds hide time. So technically, each round is 5.5 min.

- Add a new line at the top of the round timer that shows "Round x / 10" so we know how much longer before the map change.

- Gave more ammo to match the original prop hunt (clip + 255 for machine gun, clip + 64 for shotgun)

- Got rid of the slower small props. I ban the really small ones and I liked the challenge of trying to hit a smaller object.

- Put fall damage back to flat 10 damage per fall.

- Likely only really useful to my server but set F4 to be random taunt. Mixed in code from the original which means I need to copy all new taunts in my custom lua file to the shared lua file like the original to random the table. Not ideal but I'm not familiar enough to know how to grab the taunt list from the new method to random it based on prop/hunter

- Also likely only really useful to my server but set F2 to be a single taunt for a single person. What this means is if my friends give me their steamid and tell me what single taunt they want as a prop and what they want as a hunter, I map that single file to F2. If they don't give me their steamid, I use ones I felt appropriate (prop = custom quote said by a friend, hunter = sc2 terran scan sound).

Once me, or someone, figures out the zoom aspect on the props, this will be perfect from my point of view. Right now, it's pretty much perfect.
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