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Author Topic: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE  (Read 132785 times)
CrazNoDale
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« Reply #2955 on: May 03, 2012, 05:26:35 pm »

Hosting for the man Rebel

ERROR in
action number 1
of Draw Event
for object SamuraiDash:

Error in code at line 4:
   
draw_sprite_ext(sprite_index,image_index,owner.x,owner.y,image_xscale,image_yscale,0,c_white,1);
                                                  ^
at position 49: Unknown variable x
« Last Edit: May 03, 2012, 05:53:09 pm by CrazNoDale » Logged
Footpöp
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« Reply #2956 on: May 03, 2012, 05:53:17 pm »

Code:
___________________________________________
ERROR in
action number 1
of Draw Event
for object SamuraiDash:

Error in code at line 4:
   draw_sprite_ext(sprite_index,image_index,owner.x,owner.y,image_xscale,image_yscale,0,c_white,1);
                                                  ^
at position 49: Unknown variable x
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Team /ABC/
Martulux_555
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Because high definition is too mainstream


« Reply #2957 on: May 04, 2012, 05:49:40 am »

Damnit im so stupid.
There was a 7zip in my computer all along. z8
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Just some incrediboxes that i have no place to put:
1st incredibox, it sucks.
2nd one.
AcidLead
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« Reply #2958 on: May 05, 2012, 01:08:49 pm »

I have installed a new router on our home network (old isp provided shit was shitty) and I have a keyboard with working S and D keys now so hopefully my INSmod playing should go up

assuming I'm not to lazy to use my brand-spanking-new actually-working-logical fort-porward settings
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Vein
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« Reply #2959 on: May 05, 2012, 03:29:30 pm »

Going to host INSmod for probably the whole weekend.

If the server goes down feel free to let me know any way you can.
Unless it is telepathic and between the hours of 3am-6am.
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Killah Zillah
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Really long posts are my best friends!


« Reply #2960 on: May 05, 2012, 06:30:32 pm »

Hi Rebel! I figured I'd post this here before I did anything else, just to see if you're ok with me doing so. I thought I'd help finish skinning Metro Station, give it a brick background and such. This is all I've done so far, but I really like how it came out! I think I made the "bend" effect look pretty good.

« Last Edit: May 05, 2012, 06:32:10 pm by [PHS] Killah Zillah » Logged

RebelINS
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« Reply #2961 on: May 06, 2012, 07:47:46 pm »

send me bg later
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Killah Zillah
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« Reply #2962 on: May 06, 2012, 08:36:12 pm »

send me bg later

Alright, I'm glad you're considering using it! It's nowhere near done, but I'm confident that it'll turn out faithful to GG2's style without becoming a distraction like my old maps were.
« Last Edit: May 06, 2012, 08:36:47 pm by [PHS] Killah Zillah » Logged

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« Reply #2963 on: May 06, 2012, 10:03:50 pm »

Hmm, I'd like to see those old maps.

Anyway the curve effect looks great.
I'd really like to see a story behind INS. Perhaps a collaborative effort?
Exactly like the intro to super smash brothers brawl but with cooler characters
Super INS Sisters Brawl  c1
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Killah Zillah
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« Reply #2964 on: May 06, 2012, 11:17:46 pm »

Hmm, I'd like to see those old maps.

Anyway the curve effect looks great.


Firstly, thank you!

Secondly, my old maps were either unbalanced (such is the case with my first map, ctf_Garrison_City), so detailed that it was distracting (such is the case with my final map, ctf_Industrealization), or so detailed that it was difficult to tell what was solid since the style was so wildly different from normal GG2 (such is the case with arena_Dagobah). The only map I made that didn't seem to bother anyone was rr_happyviking, a map that I didn't design and merely added a background to.

Here are my maps in chronological order, from first to last.

Garrison City:


Dagobah:


Industrealization:
« Last Edit: May 06, 2012, 11:41:38 pm by [PHS] Killah Zillah » Logged

Vein
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« Reply #2965 on: May 06, 2012, 11:28:14 pm »

I must say, you really do make some of the most prettiest maps around.
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Martulux_555
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Because high definition is too mainstream


« Reply #2966 on: May 06, 2012, 11:30:42 pm »

Hmm, I'd like to see those old maps.

Anyway the curve effect looks great.


Firstly, thank you!

Secondly, my old maps were either unbalanced (such as the case with my first map, ctf_Garrison_City), so detailed that it was distracting (such as the case with my final map, ctf_Industrealization), or so detailed that it was difficult to tell what was solid since the style was so wildly different from normal GG2 (such is the case with arena_Dagobah). The only map I made that didn't seem to bother anyone was rr_happyviking, a map that I didn't design and merely added a background to.

Here are my maps in chronological order, from first to last.

Garrison City:




Industrealization:


 z9  z9 z9
Those maps are just so amazing.
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Just some incrediboxes that i have no place to put:
1st incredibox, it sucks.
2nd one.
Killah Zillah
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« Reply #2967 on: May 06, 2012, 11:49:06 pm »

I must say, you really do make some of the most prettiest maps around.

z9  z9 z9
Those maps are just so amazing.

Thank you both..! Unfortunately, I stopped making maps because making them pretty was all I was good at. My maps aren't played because they're either extremely confusing or simply not fun to play on. The one that's closest to perfect is Industrealization, but the only route anyone took was the top route since it was the easiest to access and escape through. It didn't matter that going through the warehouse was the safest, it went unused because it wasn't fun to go through. It didn't matter that the smelting plant was so beautiful, unique, or a guaranteed access point to the intel, it was such a pain to go through and took so long to traverse that it was NEVER used. I wasn't considering how much of a pain the jumps in the smelting plant's air ducts are to get back up from. While these routes all had their own merits, either safety or guaranteed access to the intel, the top route was always used because it was the quickest. People were more willing to take their chances with the snipers, scouts, demos and sentries by going over the warehouse roof and bypassing the obstacles. I at least made a stunningly beautiful map out of it, one that you could tell what was solid and what wasn't.

In short, I stopped making maps because I wasn't able to take into account all the innumerable factors that go into DESIGNING a map. I get so preoccupied with making a map realistic and pretty that by the time I make a mistake with its layout, it's too late for me to simply erase it.

I don't regret the decision to switch from maps to mods, I've found my niche among mod creation. I'm far happier and more productive designing mods than I was designing maps.
« Last Edit: May 07, 2012, 12:08:39 am by [PHS] Killah Zillah » Logged

Tetriole
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« Reply #2968 on: May 07, 2012, 01:20:26 am »

Hmm, I'd like to see those old maps.

Anyway the curve effect looks great.


Firstly, thank you!

Secondly, my old maps were either unbalanced (such is the case with my first map, ctf_Garrison_City), so detailed that it was distracting (such is the case with my final map, ctf_Industrealization), or so detailed that it was difficult to tell what was solid since the style was so wildly different from normal GG2 (such is the case with arena_Dagobah). The only map I made that didn't seem to bother anyone was rr_happyviking, a map that I didn't design and merely added a background to.

Here are my maps in chronological order, from first to last.

Garrison City:


Dagobah:


Industrealization:

Very beautiful.
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RebelINS
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« Reply #2969 on: May 07, 2012, 04:36:00 pm »

okay i'm resuming work on this today. the reason i haven't worked on this lately is because i just started a new job.

please remind me what errors and considerations worked on/need to be completed. I might release version 1.22 depending on how productive I am.
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