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TF2: Roll the Dice RTD - v0.4


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3_stooges_geo
Member
Join Date: Jul 2008
Location: Blackwood,New Jersey
Old 08-11-2008 , 06:45   Re: TF2: Roll the Dice (Updated)
Reply With Quote #41

thanks for this
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crazychicken
Senior Member
Join Date: Mar 2008
Old 08-11-2008 , 13:19   Re: TF2: Roll the Dice (Updated)
Reply With Quote #42

been using this on server all day. i reduced it to 60 secs from 120 and it was carnage lol, also it kind of bugged a fair bit as everyone could do the commands at the same time then just wait 60 secs instead of one person doing it then everyone having to wait for next opening. this went away when i went back to 120 secs which is definitely a lot better and not as game breaking as the entire server spamming !rtd.

the only real problem i found was that crits turn off, i think its linked to the instant kills and all crits which stop working too. they only work again in round end and round start when rtd disables itself.

love the plugin but a fix for crits stopping would be cool
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 08-11-2008 , 14:39   Re: TF2: Roll the Dice (Updated)
Reply With Quote #43

I think I noticed the same problem. I'll take look at it after work. I might also fix the busy messages so their in some order.

Last edited by pheadxdll; 08-11-2008 at 14:41.
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 08-11-2008 , 20:42   Re: TF2: Roll the Dice (Updated)
Reply With Quote #44

Go ahead and see if the latest version 0.1.6 fixes crit disabling. I also shifted the busy message around so that you can see have much time you have left instead of "I'm busy with xxx right now." Let me know if this solves your problem, it may not.
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Greyscale
SourceMod Plugin Approver
Join Date: Dec 2007
Location: strYoMommasHouse[you];
Old 08-11-2008 , 22:36   Re: TF2: Roll the Dice (Updated)
Reply With Quote #45

Quote:
Originally Posted by ThatGuy View Post
My guess on how the gravity works is multiply that number by 800, so the default is 80. (correct me if i'm wrong)
Your right... pretty much

.1 is basically 10% of sv_gravity on the server. So it's not necessarily 800, but 99% of the time it is. And then 1.0 would be 100%, which would be == sv_gravity.
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mpain55
Member
Join Date: Jul 2008
Old 08-11-2008 , 23:08   Re: TF2: Roll the Dice (Updated)
Reply With Quote #46

ok we had a full 32/32 players today with this mod on so we had a good test of it heres what i found.

Overall: Fantastic Job with RTD its very fun everyone loved it, we're keeping it on.

Problem/ Bug: When A player that justed used !rtd dies before the full duration of the mod, they are able to use !rtd again immediately after spawning. They Bypass the 2min wait time.

Problem: 100% crit isn't working, we're using 1.1.x SM. I disabled it for now, but i would love to see it fixed later.
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matrix-host
Junior Member
Join Date: Apr 2008
Old 08-11-2008 , 23:34   Re: TF2: Roll the Dice (Updated)
Reply With Quote #47

Great plugin... A hit on my surf servers (Alpha Omega) Just installed the latest version now. My serves see a large volume of traffic and I’ll make sure to keep you posted. Have this plugin on 4 of 11 servers now.

66.90.103.192:27015 |Alpha Omega| Solid Surf_ Rocks
66.90.103.192:27030 |Alpha Omega| Solid Surf_ Rocks #2
66.90.103.192:27016 |Alpha Omega| cp_innercity (Not so busy *NEW)
66.90.103.192:27017 |Alpha Omega| FUN MAPz (Not so busy *NEW)

This works great with the fun wacky play of a surf map.

Last edited by matrix-host; 08-11-2008 at 23:36.
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crazychicken
Senior Member
Join Date: Mar 2008
Old 08-12-2008 , 08:32   Re: TF2: Roll the Dice (Updated)
Reply With Quote #48

uploaded latest version will see how it goes, good work i love this plugin

not sure if all crits is working if the crits fired arent glowing blue or red though they may carry crit damage. they are working now in normal play though which is good.

also i think you should rename the bomb to the grim reaper or touch of death as its confusing and people dont understand what it does when there is nothing bomb related about it

also low grav doesnt work for me it says it sets it at 0.0 even tho its 0.1 in cfg
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Last edited by crazychicken; 08-12-2008 at 11:17.
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 08-12-2008 , 15:47   Re: TF2: Roll the Dice (Updated)
Reply With Quote #49

how about toxic then? ill take a look at crits and the rtd dieing bug After work :>
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 08-12-2008 , 22:42   Re: TF2: Roll the Dice (Updated)
Reply With Quote #50

Alright, fixed some more stuff! New version 0.1.7:

1. Changed the way gravity is changed. This might fix the guy above who had problems. (Not sure 0.0 is a proper value btw: 0*800 = 0)
2. Fixed the bug where you could kill yourself while running rtd and not have to wait through sm_rtd_wait. This should solve a couple glitches with the plugin.
3. Added some coloring to the feedback messages.
4. People that are killed by toxic or instant kill are given a message.

Download and try it out. Also, could some one tell me if sm_rtd_suddendeath works? I have a suspicion it doesn't. Thanks!
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