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Author Topic: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE  (Read 128974 times)
AcidLead
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« Reply #2970 on: May 07, 2012, 06:08:46 pm »

i just started a new job.
gratz
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recent additions:
oh fuck it we're redoing all of AWE top-down
Killah Zillah
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« Reply #2971 on: May 07, 2012, 06:35:40 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.

Ash still has a lot of bugs, especially with his evil side.

Jack's teleportation/parry still has a lot of bugs as well.

You said you wanted to try and make a set of ghoul spawners and rudimentary AI for the metrostation map.

There's a lot of unfinished KZ related stuff. I gave you her class icon and taunt, and her character description needs an update. It doesn't tell you how the health injectors work, or that she can crouch. Her crouch is also still bugged and sometimes gets stuck. You said you would make her crouch not work on drop down/elevator platforms. You still need to port over the code Neu made for her crouch, since the code as it is right now makes her look really weird, like her arms are popping out of her back when she's crouched.

This is the list of error reports I collected since last playing INSmod:


Code:
ERROR in
action number 1
of Collision Event with object MeleeHitbox
for object SamuraiBlock:

Error in code at line 6:
  
    if other.justDefense
                ^
at position 15: Unknown variable justDefense

Code:
ERROR in
action number 2
of Other Event: User Defined 5
for object HammerProj:

Error in code at line 24:
  
        if owner.chainLightning==0 playsound(x,y,ExplosionSnd);
                    ^
at position 19: Unknown variable chainLightning

Code:
ERROR in
action number 1
of End Step Event
for object HappySentryTurret:

Error in code at line 107:
  
            if nearestTarget.player.class==CLASS_TASSADAR {
                                ^
at position 31: Unknown variable player

That's all I can think of right now.
« Last Edit: May 07, 2012, 06:36:25 pm by [PHS] Killah Zillah » Logged

RebelINS
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« Reply #2972 on: May 07, 2012, 08:12:44 pm »

ok yeah im having trouble syncing the creeps+spawn
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Humble Master
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« Reply #2973 on: May 07, 2012, 10:17:44 pm »

i just started a new job.
Congrats!

And KZ those maps... They are masterpieces.

If you really like the art side of map making try doing something like reskinning ctf_truefort to make it more epic.

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« Reply #2974 on: May 07, 2012, 10:24:31 pm »

The problem with map-art ala KZ is that while it looks really nice when looking at the map as a whole it looks cluttered and bad ingame  =/
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« Reply #2975 on: May 07, 2012, 10:30:51 pm »

You may be right and it may be true, but coming from you, it sounds like you are just being a hater/troll'er.

For obvious reasons of course.
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Killah Zillah
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« Reply #2976 on: May 07, 2012, 10:52:46 pm »

You may be right and it may be true, but coming from you, it sounds like you are just being a hater/troll'er.

For obvious reasons of course.

He's actually right about that, for the most part. Dagobah's fog and dirt was ugly when viewed ingame, making it hard to tell what was solid. The design of that map was solid, but the fog and dirt made it look too grimy. Though the intent was to make an ugly looking swamp, the "swamp fog" I had covering the X-wing looked TOO ugly when viewed ingame. The rest of the forest looked ok though, but the fog and dirt simply wasn't easy on the eyes.

Garrison City looks fine though, as does Industrealization. The problem with those two was that their map layouts were either confusing, unfun or unbalanced.

Oh, and I don't mind him stating negative opinions about me or something I've done, as long as he's respectful when he does it. The same goes for anyone else I talk to. It's hard for one to improve when you only have your own perspective to see things through, so I always encourage people to tell me what I do wrong. They might see something that I don't.


Congrats!

And KZ those maps... They are masterpieces.

If you really like the art side of map making try doing something like reskinning ctf_truefort to make it more epic.

I actually plan to do that with Halo mod in a far future update! Truefort/2Dfort will be made to look like a pair of covenant and UNSC bases (covenant for blue, UNSC for red), Egypt will be skinned to look like Sandtrap from Halo 3, among other ideas. I've learned my lesson from Dagobah though, that if you make the maps look TOO different from GG2's normal style, it'll confuse people.
« Last Edit: May 07, 2012, 10:58:52 pm by [PHS] Killah Zillah » Logged

RebelINS
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« Reply #2977 on: May 07, 2012, 10:56:03 pm »

You may be right and it may be true, but coming from you, it sounds like you are just being a hater/troll'er.

For obvious reasons of course.
no he's sort of right. it looks good at 100% scale, but very noisy and cluttered at 6x scale (in-game map size). big-time rendered brush work, or gradients tend to clash with the in-game art. It's part of the reason why I stopped doing super detailed map backgrounds, or at the very least try to limit it to just the background (non wallmask part) and make it super contrasted with the walkable sections.
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Killah Zillah
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« Reply #2978 on: May 07, 2012, 11:11:00 pm »

no he's sort of right. it looks good at 100% scale, but very noisy and cluttered at 6x scale (in-game map size). big-time rendered brush work, or gradients tend to clash with the in-game art. It's part of the reason why I stopped doing super detailed map backgrounds, or at the very least try to limit it to just the background (non wallmask part) and make it super contrasted with the walkable sections.

That's what I learned too, that making the style too far from normal GG2 made it hard for people to tell what you could walk on. I made certain that you could tell what was solid in Industrealization, and you can, it's the most straight forward of all my maps. It's my favorite, and you can tell how much of an improvement it was just by looking at my old maps. I didn't realize until Industrealization that making the standable areas have a darker outline would not only make things look better, but would improve gameplay as well. Knowing what I know now, I could most definitely improve my maps, but I don't want to because I'm far more interested in my mod work than my map work. It's more rewarding than my map work, I'm better at it, and my skills as an artist are put to much better use there.

Though I still would like to help finish Metrostation because I'm just such a huge Fallout fan..!
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« Reply #2979 on: May 07, 2012, 11:22:55 pm »

Wasn't saying he was wrong or inaccurate.  Just saying that it his hard to know if he trying to be malicious or is actually giving constructive criticism.  Pretty much pointing out that due to his history it could lead to some confusion as to what it is he is trying to say.
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Killah Zillah
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« Reply #2980 on: May 08, 2012, 12:00:51 am »

Wasn't saying he was wrong or inaccurate.  Just saying that it his hard to know if he trying to be malicious or is actually giving constructive criticism.  Pretty much pointing out that due to his history it could lead to some confusion as to what it is he is trying to say.

I actually realized that shortly after I made my post, it's why I added "I don't mind if he dislikes something I do, as long as he stays respectful when he points it out". My bad for not noticing that the first time!
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Dronery
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« Reply #2981 on: May 10, 2012, 09:47:43 pm »

Any new progress on the next version? I want to play Ash without crashing.
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A Shogun Named Marcus
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« Reply #2982 on: May 10, 2012, 11:27:29 pm »

Happy post #3000.

Does anyone know why this mod is so laggy? is it the sheer amount of stuff loaded into the RAM?
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« Reply #2983 on: May 10, 2012, 11:31:33 pm »

neal shut up

but uh yes if that satisfies you
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« Reply #2984 on: May 11, 2012, 02:30:08 am »

ive been busy
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