The Gang Garrison 2 Forum

Gang Garrison Discussion => Announcements => Topic started by: MedO on January 06, 2011, 08:35:47 am

Title: Gang Garrison 2.2.4
Post by: MedO on January 06, 2011, 08:35:47 am
Not much to say here. This verison removes the Christmas hats again and adds some bugfixes:
- Fix for custom map loading (by NAGN)
- Fixed a server crash that can happen when players disconnect instantly after joining (by Vindicator)
- Fixed protocol compatibility with the xmas version (because I borked that up for xmas players joining non-xmas servers)

Have a productive and serious time with it.  :hehe:
Title: Re: Gang Garrison 2.2.4
Post by: RightBehindYou on January 06, 2011, 08:53:44 am
This verison removes the Christmas hats again
:cry:
Title: Re: Gang Garrison 2.2.4
Post by: Phantom Brave on January 06, 2011, 08:58:50 am
:D
Title: Re: Gang Garrison 2.2.4
Post by: Psychopath on January 06, 2011, 09:32:09 am
I thought that the xmas event would be left in the game but constrained to a certain timeframe like the april fool's and birthday garrison events were :drool:

Then again, the additional data being sent back and forth between the server and clients probably had something to do with that.
Title: Re: Gang Garrison 2.2.4
Post by: RocketJumpFreak35 on January 06, 2011, 03:22:58 pm
You should keep the hats, but instead of Christmas hats, hats parodying TF2 hats that can be obtained by doing something hidden (like doing a taunt while someone sees you though the Kill Cam, or performing the Konami code).
Title: Re: Gang Garrison 2.2.4
Post by: Meower on January 06, 2011, 03:24:49 pm
I borked this forums too
Title: Re: Gang Garrison 2.2.4
Post by: MedO on January 06, 2011, 04:00:43 pm
I didn't want to keep the sprite swapping code because it's messy and unefficient. For every character instance, in every step, it checks which hat the player has and adds a suffix to the original sprite name depending on that.

Given the chance, I always prefer throwing things out. Less code, fewer bugs :hehe:. And it's not as if those changes are lost. They are in their own branch of the project, and could be ported to any future version if needed.
Title: Re: Gang Garrison 2.2.4
Post by: Psychopath on January 06, 2011, 04:05:44 pm
I didn't want to keep the sprite swapping code because it's messy and unefficient. For every character instance, in every step, it checks which hat the player has and adds a suffix to the original sprite name depending on that.

Given the chance, I always prefer throwing things out. Less code, fewer bugs :hehe:. And it's not as if those changes are lost. They are in their own branch of the project, and could be ported to any future version if needed.
I saw that and smacked my head for not thinking of that sooner.

But I had an idea to keep those changes but only if a special entity is placed in the map anywhere (kinda like the object in Hammer that enables Medieval Mode when placed in a map). The reason why I say only if there's that special entity is so that the clients and server are all on the same page with how much data they should be sending/receiving.

Just an idea for a down-the-line add-on, but could prove interesting :v
Title: Re: Gang Garrison 2.2.4
Post by: NAGN on January 06, 2011, 05:23:15 pm
I didn't want to keep the sprite swapping code because it's messy and unefficient. For every character instance, in every step, it checks which hat the player has and adds a suffix to the original sprite name depending on that.

Given the chance, I always prefer throwing things out. Less code, fewer bugs :hehe:. And it's not as if those changes are lost. They are in their own branch of the project, and could be ported to any future version if needed.
bawww I wanted to mod my server to give everyone hats :<

but that would ruin the purpose I guess (and alot of people don't like them)
Title: Re: Gang Garrison 2.2.4
Post by: ExplodingWaffles on January 06, 2011, 05:52:36 pm
I didn't want to keep the sprite swapping code because it's messy and unefficient. For every character instance, in every step, it checks which hat the player has and adds a suffix to the original sprite name depending on that.

Given the chance, I always prefer throwing things out. Less code, fewer bugs :hehe:. And it's not as if those changes are lost. They are in their own branch of the project, and could be ported to any future version if needed.
bawww I wanted to mod my server to give everyone hats :<

but that would ruin the purpose I guess (and alot of people don't like them)
I fu**ing love your server!! BTW
Title: Re: Gang Garrison 2.2.4
Post by: Agh on January 06, 2011, 06:08:52 pm
Yay for the custom map fix.
Title: Re: Gang Garrison 2.2.4
Post by: NAGN on January 06, 2011, 06:57:06 pm
err I do belive this runs on the same code I gave to vindi

it fixes some isseus, but doesn't comepletely keep the game from crashing 100%

I still can't figure out what could be wrong
Title: Re: Gang Garrison 2.2.4
Post by: trog on January 07, 2011, 03:15:57 pm
I didn't want to keep the sprite swapping code because it's messy and unefficient. For every character instance, in every step, it checks which hat the player has and adds a suffix to the original sprite name depending on that.

Given the chance, I always prefer throwing things out. Less code, fewer bugs :hehe:. And it's not as if those changes are lost. They are in their own branch of the project, and could be ported to any future version if needed.
I saw that and smacked my head for not thinking of that sooner.

But I had an idea to keep those changes but only if a special entity is placed in the map anywhere (kinda like the object in Hammer that enables Medieval Mode when placed in a map). The reason why I say only if there's that special entity is so that the clients and server are all on the same page with how much data they should be sending/receiving.

Just an idea for a down-the-line add-on, but could prove interesting :v
snow maps giving people hats?

Sounds pretty cool.
Title: Re: Gang Garrison 2.2.4
Post by: NAGN on January 07, 2011, 04:52:52 pm
actually it would've been even easier

just update the clients if you're on a specific map, the clients don't even need anything special
Title: Re: Gang Garrison 2.2.4
Post by: Psychopath on January 07, 2011, 07:47:09 pm
actually it would've been even easier

just update the clients if you're on a specific map, the clients don't even need anything special
Yeah, but then the competitiveness over the hats does not carry over if EVERYONE gets the hat for free thanks to it remaining solely client-sided.
Title: Re: Gang Garrison 2.2.4
Post by: NAGN on January 07, 2011, 07:51:54 pm
actually it would've been even easier

just update the clients if you're on a specific map, the clients don't even need anything special
Yeah, but then the competitiveness over the hats does not carry over if EVERYONE gets the hat for free thanks to it remaining solely client-sided.
lopl I was talking about the reverse, it's all server sided-and has authority over who has hats and who doesn't


we'd need to retain the code (or re-add technically) for managing the updates on the clients.

Basically the 2.2.3 version except changing the requirement for getting hats
Title: Re: Gang Garrison 2.2.4
Post by: Dusty on January 08, 2011, 02:49:42 pm
Make it an option too, either for just server hosts or everyone.
Title: Re: Gang Garrison 2.2.4
Post by: Intel Gourd on January 08, 2011, 10:12:17 pm
Keep hats event-based for the love of god

Just saying
Title: Re: Gang Garrison 2.2.4
Post by: Yuko on January 09, 2011, 08:08:04 am
You should keep the hats, but instead of Christmas hats, hats parodying TF2 hats that can be obtained by doing something hidden (like doing a taunt while someone sees you though the Kill Cam, or performing the Konami code).

Oh god.
Team Fortress 2 started with just a few hats (like your idea) and that's when people became obsessed and in a short timespan, the game morphed into Trade Fortress 2. Nobody actually fights in the game anymore, it's all just idling and trading. Add the store to all that and TF2 starts looking like an MMO.

In conclusion: Hell No.
Title: Re: Gang Garrison 2.2.4
Post by: Wherewolf on January 09, 2011, 08:09:55 am
why do people always say that no one ever plays tf2 seriously anymore

i almost never run into that problem
Title: Re: Gang Garrison 2.2.4
Post by: Lemonade on January 09, 2011, 10:14:55 am
Your connexion is probably good enough to prevent you from having to go in the few crappy servers with <200 ping. In almost every server I can play on there's at least two people idling and/or trading in the spawn and people trading fucking ingame.
Title: Re: Gang Garrison 2.2.4
Post by: Yuko on January 09, 2011, 10:21:34 am
why do people always say that no one ever plays tf2 seriously anymore

i almost never run into that problem

It's not that nobody plays the actual game anymore, it's that the majority of people don't.
Title: Re: Gang Garrison 2.2.4
Post by: Psychopath on January 09, 2011, 12:12:48 pm
why do people always say that no one ever plays tf2 seriously anymore

i almost never run into that problem

It's not that nobody plays the actual game anymore, it's that the majority of people don't.
Which is exactly why I've only seen 2 people trading during a game in the past few weeks.
Title: Re: Gang Garrison 2.2.4
Post by: [BBY] Anonymous[GGI] on January 09, 2011, 12:15:19 pm
why do people always say that no one ever plays tf2 seriously anymore

i almost never run into that problem

It's not that nobody plays the actual game anymore, it's that the majority of people don't.
Which is exactly why I've only seen 2 people trading during a game in the past few weeks.

Good point,sir.  :trophy: :c1:
Title: Re: Gang Garrison 2.2.4
Post by: Yuko on January 09, 2011, 12:15:44 pm
why do people always say that no one ever plays tf2 seriously anymore

i almost never run into that problem

It's not that nobody plays the actual game anymore, it's that the majority of people don't.
Which is exactly why I've only seen 2 people trading during a game in the past few weeks.

That's because those smart enough to avoid trading often spend their time in real-game servers.
But count the number of trade/idling servers. It's a pretty high count.
Title: Re: Gang Garrison 2.2.4
Post by: Ultros on January 09, 2011, 12:26:07 pm
Nobody goes outside anymore.  I can tell, because look at all those houses.
Title: Re: Gang Garrison 2.2.4
Post by: Rodoval on January 09, 2011, 12:51:49 pm
why do people always say that no one ever plays tf2 seriously anymore

i almost never run into that problem

It's not that nobody plays the actual game anymore, it's that the majority of people don't.
Isn't it the other way around.
Title: Re: Gang Garrison 2.2.4
Post by: NAGN on January 09, 2011, 12:52:31 pm
why do people always say that no one ever plays tf2 seriously anymore

i almost never run into that problem

It's not that nobody plays the actual game anymore, it's that the majority of people don't.
Isn't it the other way around.
now no one plays gg2 anymore
Title: Re: Gang Garrison 2.2.4
Post by: Rodoval on January 09, 2011, 01:02:48 pm
why do people always say that no one ever plays tf2 seriously anymore

i almost never run into that problem

It's not that nobody plays the actual game anymore, it's that the majority of people don't.
Isn't it the other way around.
now no one plays gg2 anymore
He's talking about TF2, isn't he
Title: Re: Gang Garrison 2.2.4
Post by: [BBY] Anonymous[GGI] on January 09, 2011, 01:03:30 pm
why do people always say that no one ever plays tf2 seriously anymore

i almost never run into that problem

It's not that nobody plays the actual game anymore, it's that the majority of people don't.
Isn't it the other way around.
now no one plays gg2 anymore
He's talking about TF2, isn't he

Wait wha-

*blue screen*
Title: Re: Gang Garrison 2.2.4
Post by: Dusty on January 10, 2011, 01:07:37 am
Yes there are a ridiclous number of idle/trade servers, but they're outnumbered by the number of normal servers.
Title: Re: Gang Garrison 2.2.4
Post by: [BBY] Anonymous[GGI] on January 10, 2011, 05:51:25 am
Which makes your argument invalid. :c1:
Title: Re: Gang Garrison 2.2.4
Post by: Yuko on January 10, 2011, 09:14:12 am
Yes, but if you go back a couple years, there were absolutely NO trade/idle servers.
That's what I want but we'll never get it. Curse you Robin, you and your negative game-changing fads.
Title: Re: Gang Garrison 2.2.4
Post by: [BBY] Anonymous[GGI] on January 10, 2011, 10:02:33 am
Complaining about trade/idle servers on TF2,is like complaining about your parents having sex.


Title: Re: Gang Garrison 2.2.4
Post by: Lemonade on January 10, 2011, 10:05:40 am
Exactly : They have fun with an useless thing instead of doing something useful, thought the latter in your comparison is actually better than trading / idling.
Title: Re: Gang Garrison 2.2.4
Post by: Yuko on January 10, 2011, 10:08:16 am
Complaining about trade/idle servers on TF2,is like complaining about your parents having sex.

Yes, but there's a difference between the complaining about TF2 and your parents having sex. You can't convince your parents to not have sex, but you can try to convince people to stop wasting their time trying to get featured on the BP examiner and actually play the game.
Title: Re: Gang Garrison 2.2.4
Post by: [BBY] Anonymous[GGI] on January 10, 2011, 10:22:22 am
Complaining about trade/idle servers on TF2,is like complaining about your parents having sex.

Yes, but there's a difference between the complaining about TF2 and your parents having sex. You can't convince your parents to not have sex, but you can try to convince people to stop wasting their time trying to get featured on the BP examiner and actually play the game.

Exactly,but some people are impossible to convince otherwise.
Title: Re: Gang Garrison 2.2.4
Post by: Rodoval on January 10, 2011, 10:49:49 am
Yes, but if you go back a couple years, there were absolutely NO trade/idle servers.
That's what I want but we'll never get it. Curse you Robin, you and your negative game-changing fads.
I guess you got mad in 2.2 when they released CPs in GG2 because from now on there would be CP servers ohnoes
Title: Re: Gang Garrison 2.2.4
Post by: MedO on January 10, 2011, 11:58:45 am
Can you please take this into GC?
Title: Re: Gang Garrison 2.2.4
Post by: Brotacus on January 10, 2011, 01:41:20 pm
The TF2 thread in Gaming Discussion would work.
Title: Re: Gang Garrison 2.2.4
Post by: P. Nis on January 13, 2011, 06:39:13 pm
:z7: I thought hats were a good idea
Title: Re: Gang Garrison 2.2.4
Post by: RightBehindYou on January 14, 2011, 09:07:14 am
:z7: I thought hats were a good idea
shut up numbers
Title: Re: Gang Garrison 2.2.4
Post by: Brooklyn on January 14, 2011, 09:19:15 am
:z7: I thought hats were a good idea
shut up numbers

I KEEP HEARING FUCKING NUMBERS
Title: Re: Gang Garrison 2.2.4
Post by: RightBehindYou on January 14, 2011, 09:20:27 am
:z7: I thought hats were a good idea
shut up numbers

I KEEP HEARING FUCKING NUMBERS
Well, he's back. No doubt it's him.
Title: Re: Gang Garrison 2.2.4
Post by: [BBY] Anonymous[GGI] on January 14, 2011, 09:31:13 am
Wanna troll,RBY? :smiley16:
Title: Re: Gang Garrison 2.2.4
Post by: lorgan3 on January 14, 2011, 11:41:06 am
NUMBERS :wuv:
Title: Re: Gang Garrison 2.2.4
Post by: [BBY] Anonymous[GGI] on January 14, 2011, 11:42:01 am
NUMBERS :wuv:
Me and RBY trollin him. :smiley16:
Title: Re: Gang Garrison 2.2.4
Post by: Milhouse on January 15, 2011, 04:35:51 am
Is the IP address the same?
Title: Re: Gang Garrison 2.2.4
Post by: lorgan3 on January 15, 2011, 04:39:05 am
IP of what?
Title: Re: Gang Garrison 2.2.4
Post by: Milhouse on January 15, 2011, 04:40:59 am
IP of what?

His computer...
Title: Re: Gang Garrison 2.2.4
Post by: Phantom Brave on January 27, 2011, 10:53:51 am
Haven't you learned by now? IP doesn't mean shit unless it belongs to someone specific.
Title: Re: Gang Garrison 2.2.4
Post by: Adrenaline Rush on January 30, 2011, 10:44:56 pm
the cristmas hats have not been removed go to gg.ini and search for a line like this
Festive=0 Change 0 to 1 and then cristmas hats back  :woot:
--------------------------------------------------------------------------------------------------------------------
 :x21:: :baseballbat:  :x14:: :z3:  :x23:: :rocketmantaunt:  :x21:: :x9:  :x14:: :x9:  :x23:: :c1:  :z5:
                                                                THE END
Title: Re: Gang Garrison 2.2.4
Post by: Sun Tzu on January 30, 2011, 10:49:38 pm
the cristmas hats have not been removed go to gg.ini and search for a line like this
Festive=0 Change 0 to 1 and then cristmas hats back  :woot:
--------------------------------------------------------------------------------------------------------------------
 :x21:: :baseballbat:  :x14:: :z3:  :x23:: :rocketmantaunt:  :x21:: :x9:  :x14:: :x9:  :x23:: :c1:  :z5:
                                                                THE END
It's not Christmas, why would I where them?
Title: Re: Gang Garrison 2.2.4
Post by: nealshireman on January 31, 2011, 01:26:42 am
because you need moar christmas spirit :v
Title: Re: Gang Garrison 2.2.4
Post by: Devling on January 31, 2011, 01:07:02 pm
Are you guys working on the next update? It has been A while. Do you guys have more important stuff going on, or is it just a big update.
Title: Re: Gang Garrison 2.2.4
Post by: Lemonade on January 31, 2011, 01:52:07 pm
as we've already said no work has been done since July

you aren't missing anything
They probably have a lot of important stuff to do.  :drool:
Title: Re: Gang Garrison 2.2.4
Post by: NAGN on January 31, 2011, 02:29:51 pm
Taimat came back hopefully he's actually going to finish his balance changes and we can start development right away on some shit we need to repair

it's been like 90% done for a few months now, just that mid terms and Psychopath's going through some troubled times atm
Title: Re: Gang Garrison 2.2.4
Post by: Phantom Brave on February 01, 2011, 05:41:53 am
Psycho is waiting on vindi to fix something he implemented before he can go in and finish things up.
Title: Re: Gang Garrison 2.2.4
Post by: Shiggyru Miyamoto on February 02, 2011, 06:49:57 pm
ya know, the use of hats wasn't a bad idea.
Title: Re: Gang Garrison 2.2.4
Post by: NAGN on February 02, 2011, 07:01:55 pm
I just saw MedO's beutiful Networking rewrite and I take back everything
Title: Re: Gang Garrison 2.2.4
Post by: Chu on February 02, 2011, 08:44:42 pm
Is there less lag

Please tell me there is less lag
Title: Re: Gang Garrison 2.2.4
Post by: Phantom Brave on February 02, 2011, 08:46:08 pm
the networking is still horribly designed etc
Title: Re: Gang Garrison 2.2.4
Post by: NAGN on February 02, 2011, 09:38:01 pm
Is there less lag

Please tell me there is less lag
uhhh very minute, but more reliable


the networking is still horribly designed etc
But it's alot simpler now
Title: Re: Gang Garrison 2.2.4
Post by: Phantom Brave on February 02, 2011, 09:43:40 pm
the networking is still horribly designed etc
But it's alot simpler now
no not really
Title: Re: Gang Garrison 2.2.4
Post by: NAGN on February 02, 2011, 09:47:07 pm
yes it does, it gets rid of alot of unnecessary stuff like the hitbuffer end, in addition to not relying on those other scripts (all the functions are now built into the new faucet networking extension)
Title: Re: Gang Garrison 2.2.4
Post by: Phantom Brave on February 02, 2011, 10:01:25 pm
nagn do you even know what those were for
Title: Re: Gang Garrison 2.2.4
Post by: NAGN on February 02, 2011, 10:03:17 pm
To fill up the Buffer, and throw away any remaining bytes for the next frame if anyone leaves or it exceeds 100 bytes
Title: Re: Gang Garrison 2.2.4
Post by: nealshireman on February 02, 2011, 10:03:42 pm
NAGN NOOOOOO THAT WAS THE HISTORY ERASE BUTTON :z4:
Title: Re: Gang Garrison 2.2.4
Post by: Phantom Brave on February 02, 2011, 10:04:04 pm
To fill up the Buffer, and throw away any remaining bytes for the next frame if anyone leaves or it exceeds 100 bytes
hasn't that been unused for a long time
Title: Re: Gang Garrison 2.2.4
Post by: NAGN on February 02, 2011, 10:05:17 pm
no I mean it wasn't necessary, and creates errors with buffer overflows
Title: Re: Gang Garrison 2.2.4
Post by: Phantom Brave on February 02, 2011, 10:06:54 pm
hasn't that been unused for a long time
Title: Re: Gang Garrison 2.2.4
Post by: nealshireman on February 02, 2011, 10:09:38 pm
I need to lrn2gml
Title: Re: Gang Garrison 2.2.4
Post by: MedO on February 03, 2011, 01:10:02 pm
I'd say the networking is a bit cleaner now, but it's still not very good. At least the code that processes commands sent by the clients isn't cluttered with hitBufferEnd/processedUntil stuff anymore.
Title: Re: Gang Garrison 2.2.4
Post by: Shiggyru Miyamoto on February 04, 2011, 09:59:36 am
why the lack of hats?
Title: Re: Gang Garrison 2.2.4
Post by: Lemonade on February 04, 2011, 11:41:03 am
Because this became Hat Garrison 2 last time.
Title: Re: Gang Garrison 2.2.4
Post by: Shiggyru Miyamoto on February 04, 2011, 03:35:45 pm
yeah

I suppose faucet'll have to fix the lag before making hats.
Title: Re: Gang Garrison 2.2.4
Post by: trog on February 04, 2011, 03:47:43 pm
Because this became Hat Garrison 2 last time.
No it didn't, unless people saying "lopl that heavy looks like santa" then going on to play as usual is a hat obsession now...
Title: Re: Gang Garrison 2.2.4
Post by: Lemonade on February 05, 2011, 06:51:40 am
I saw players who ran to the intel a lot more and competited with teammates to cap it, focusing on capping it and not attacking the heavymedic in their base.

oh well
Title: Re: Gang Garrison 2.2.4
Post by: trog on February 05, 2011, 12:04:03 pm
focusing on capping the intel which is completing the objective which is the whole point of the game

maybe they're just playing the game?