The Gang Garrison 2 Forum

Gang Garrison Discussion => Announcements => Topic started by: MedO on April 01, 2014, 06:26:31 pm

Title: Gang Garrison 2.7.2
Post by: MedO on April 01, 2014, 06:26:31 pm
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2.7.0 (http://www.ganggarrison.com/forums/index.php?topic=35333.0)
2.7.1 2.7.2
2.7.3 (http://www.ganggarrison.com/forums/index.php?topic=35691.)

Gang Garrison 2.7.1 2.7.2: CHECK THIS UPDATE OUT

Expecting a big update description here? Eh, it's just some minor fixes and tweaks to yesterday's release.


Changelog:

Balance changes:

Note: This was originally 2.7.1, but due to a mishap with the release preparations we had to issue a quick extra update.

As usual, you can download the new version via the auto updater, on the homepage, or directly from here:

Download now! (http://www.ganggarrison.com/download.php?file=1)
Title: Re: Gang Garrison 2.7.1
Post by: Phantom Brave on April 01, 2014, 06:28:16 pm
Let's get this post back on the index's summary of events
Title: Re: Gang Garrison 2.7.1
Post by: KnotSoup on April 01, 2014, 06:31:16 pm
Still no taunts, emotes, 2.6.x menus, and plugins?
Title: Re: Gang Garrison 2.7.1
Post by: Phantom Brave on April 01, 2014, 06:31:57 pm
CHECK IT OUT yourself!
Title: Re: Gang Garrison 2.7.1
Post by: Phantom Brave on April 01, 2014, 06:36:47 pm
Hosting
Title: Re: Gang Garrison 2.7.1
Post by: KnotSoup on April 01, 2014, 06:40:04 pm
CHECK IT OUT yourself!
Can't I'm using a tablet.
Title: Re: Gang Garrison 2.7.1
Post by: ZaSpai on April 01, 2014, 06:45:40 pm
Still no taunts, emotes, 2.6.x menus, and plugins?
lel

looks like I'll need to update my DomCP changes to 2.7.1 then
Title: Re: Gang Garrison 2.7.1
Post by: MedO on April 01, 2014, 06:58:42 pm
Fun fact: Due to a little mess-up with the release preparations, 2.7.1 doesn't contain some important last-minute fixes. Please stand by for 2.7.2.
Title: Re: Gang Garrison 2.7.1
Post by: That One Asshole on April 01, 2014, 07:11:16 pm
Fun fact: Due to a little mess-up with the release preparations, 2.7.1 doesn't contain some important last-minute fixes. Please stand by for 2.7.2.
-_- all this plugin copy pasting 0.o
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 01, 2014, 07:12:36 pm
Fun fact: Due to a little mess-up with the release preparations, 2.7.1 doesn't contain some important last-minute fixes. Please stand by for 2.7.2.
-_- all this plugin copy pasting 0.o
I'm modding the source not using a plugin
I mean, I could theoretically make domCP a plugin but then symmetrical CP maps would be all screwed up
Title: Re: Gang Garrison 2.7.2
Post by: The Sneeze Gun on April 01, 2014, 07:14:35 pm
Whats the status on itemserver? The new walk animations mess up the sprites... in a hilarious way I might add. (Double Heads.)
Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 01, 2014, 07:15:00 pm
ITEM SERVER STILL WORKS!
but not adjusted to 60fps.. D:
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 01, 2014, 07:15:19 pm
Whats the status on itemserver? The new walk animations mess up the sprites... in a hilarious way I might add. (Double Heads.)
Maybe because itemserver was based on twoframe animations?
It's not a 60fps thing guize
Title: Re: Gang Garrison 2.7.2
Post by: The Sneeze Gun on April 01, 2014, 07:17:30 pm
I know its not a 60fps issue. Any word on the itemserver fix? (If there is one.)  :P
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 01, 2014, 07:18:35 pm
I know its not a 60fps issue. Any word on the itemserver fix? (If there is one.)  :P
Ask Lorgan (http://www.ganggarrison.com/forums/index.php?action=profile;u=5863)
Title: Re: Gang Garrison 2.7.2
Post by: That One Asshole on April 01, 2014, 07:20:34 pm
I know its not a 60fps issue. Any word on the itemserver fix? (If there is one.)  :P
Ask Lorgan (http://www.ganggarrison.com/forums/index.php?action=profile;u=5863)
when in doubt Ask Lorgan (http://www.ganggarrison.com/forums/index.php?action=profile;u=5863)
Title: Re: Gang Garrison 2.7.2
Post by: Rumrusher on April 01, 2014, 07:26:11 pm
Wonder if someone going to make a walljump plugin?
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 01, 2014, 07:40:06 pm
Wonder if someone going to make a walljump plugin?
this would be cool

btw can we get the background updater up again :drool:nvm didn't check
Title: Re: Gang Garrison 2.7.2
Post by: Venomous on April 01, 2014, 07:48:55 pm
Stuff to reduce lag [Lagging a LOT for me:]

Make stickybomb smoke into a toggleable particle
Option to turn off 4 frame walk animations

Add more if you wish.
Title: Re: Gang Garrison 2.7.2
Post by: .prime on April 01, 2014, 07:55:34 pm
Wonder if someone going to make a walljump plugin?
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 01, 2014, 08:05:20 pm
rejoice! itemserver is broken, as of 2.7.1 the animations for over 200 items(aka every item that is not an angel, weapon, or projectile) are now BROKEN, and as of 2.7.1, 200+ itemserver items will no longer display correctly, so yes, the joke that itemserver is gone is NOT a joke, and if you didnt get it already, lorgan is wayyyy to lazy to fix it. I'm also quite sure the 200+ sprites wont be fixed any time too either
Title: Re: Gang Garrison 2.7.2
Post by: Venomous on April 01, 2014, 08:05:25 pm
oh and for the guy who made minimap plugin
(http://i.imgur.com/dK7HKoT.png)
Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 01, 2014, 08:07:55 pm
It is not just for itemserver arctic. Why are you so happy while the most of plugins are crashing? very rude :3
Title: Re: Gang Garrison 2.7.2
Post by: Hanako Ikezawa on April 01, 2014, 08:08:31 pm
Quote
Increased pyro damage in general

Quote
Increased pyro damage in general

Quote
Increased pyro damage in general

Mon dieu...is it here? Is it finally here? The fabled pyro buff? Can pyro kill things again?! Can we finally believe in magic?! Devteam, I love you. Although an easier pyro means the bragging rights for doing it well are gone, on the flip side, at least being pyro isn't a dead giveaway for my aliases anymore. RIP 2.6 pyro - I knew thee well. I'll always remember you soldier. Burn lots of things for me in the afterlife, okay?

The gracious devteam hath provided for us my pybros! Go forth and burn things once more! Especially scouts. And Prime. Burn Prime too. Why? Because he makes for good firewood. Please?

Say it with me, brothers and sisters!

All hail the emprah the great Cthulhu the hypnotoad HASTUR HASTUR HASTUR the devteam! La! La! Devteam fthagn! Join the cult Super Happy Fun Club, my bothers and you too can go insane with the love of the devteam sooner than you can say "Oh fuckthagn!"

Ph'nglui mglw'nfah Cthulhu Devteam R'lyeh G'ermany wgah'nagl fhtagn!
Title: Re: Gang Garrison 2.7.2
Post by: ★snooze on April 01, 2014, 08:10:04 pm
rejoice!

still riled up that Bluez banned you, huh.  :hehe:
Title: Re: Gang Garrison 2.7.2
Post by: Venomous on April 01, 2014, 08:10:37 pm
A 3-particle graze of flame takes away 10% of a soldiers health, afterburn not included.

This may be a bit overpowered.
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 01, 2014, 08:11:22 pm
It is not just for itemserver arctic. Why are you so happy while the most of plugins are crashing? very rude :3
just itemserver

rejoice!

still riled up that Bluez banned you, huh.  :hehe:
i got unbanned, but i havent played there ever since

also
Quote
arctic: rejoice! itemserver is broken
Drunken Steve: i don't understand the hate against it
arctic: theres nothing wrong with itemserver, i loved it when it first came out, twas cool to collect items from gifts and such, then the community bacame a clone of tf2s
Title: Re: Gang Garrison 2.7.2
Post by: .prime on April 01, 2014, 08:15:28 pm
It is not just for itemserver arctic. Why are you so happy while the most of plugins are crashing? very rude :3
just itemserver

rejoice!

still riled up that Bluez banned you, huh.  :hehe:
i got unbanned, but i havent played there ever since

also
Quote
arctic: rejoice! itemserver is broken
Drunken Steve: i don't understand the hate against it
arctic: theres nothing wrong with itemserver, i loved it when it first came out, twas cool to collect items from gifts and such, then the community bacame a clone of tf2s
pretty much
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 01, 2014, 08:16:37 pm
A 3-particle graze of flame takes away 10% of a soldiers health, afterburn not included.

graze huh
Someone come up with some more balanced values I guess lol
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 01, 2014, 08:18:04 pm
A 3-particle graze of flame takes away 10% of a soldiers health, afterburn not included.

graze huh
Someone come up with some more balanced values I guess lol
the old direct contact damage values were fine, the only thing it needs was an afterburn buff really
Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 01, 2014, 08:18:48 pm
hanako will BBQ us now
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 01, 2014, 08:20:12 pm
oh and for the guy who made minimap plugin
(http://i.imgur.com/dK7HKoT.png)
lel set your clock forward

It is not just for itemserver arctic. Why are you so happy while the most of plugins are crashing? very rude :3
just itemserver

rejoice!

still riled up that Bluez banned you, huh.  :hehe:
i got unbanned, but i havent played there ever since

also
Quote
arctic: rejoice! itemserver is broken
Drunken Steve: i don't understand the hate against it
arctic: theres nothing wrong with itemserver, i loved it when it first came out, twas cool to collect items from gifts and such, then the community bacame a clone of tf2s
pretty much
sadly this is true
Title: Re: Gang Garrison 2.7.2
Post by: Hanako Ikezawa on April 01, 2014, 08:26:58 pm
Arctic, at the previous damage numbers, a pyro had serious trouble killing a medic (or anything pocketed for that matter). Direct contact certainly needed a buff. You may be right about afterburn though as any buff to afterburn also buffs direct damage (after all, when getting flamed, you're taking both afterburn damage and direct fire damage, correct?).

We should probably make a strategy and tactics thread for that discussion, there's no sense clogging up the announcement thread. Courtesy of Derp, I have a list of pyro's numbers in v2.6.3.

hanako will BBQ us now
Welcome to the Flaming Firebug Diner! I'm your cook/owner, Hanako Ikezawa, and tonight we'll be playing some smooth blues while I prepare my specialty, BBQ Bluez with a side of sirloin soldier with a medic marinade!
Title: Re: Gang Garrison 2.7.2
Post by: KnotSoup on April 01, 2014, 08:29:01 pm
hanako will BBQ us now
Welcome to the Flaming Firebug Diner! I'm your cook/owner, Hanako Ikezawa, and tonight we'll be playing some smooth blues while I prepare my specialty, BBQ Bluez with a side of sirloin soldier with a medic marinade!
How dare you. I used to fry people during my RM Glory Days.
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 01, 2014, 08:30:18 pm
you could just obtain the list from git too
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 01, 2014, 08:32:54 pm
2.7.1/2.7.2 flame create values:
hitDamage = 3.14;
flameLife = 15;
burnIncrease = 1.35;
durationIncrease = 30;
afterburnFalloff = true;


Note: Afterburn mechanics have slightly changed:
        other.burnDuration += durationIncrease; 
       
        var falloffAmount;
       falloffAmount = min(1, // factor can't exceed 1
            (flameLife - alarm[0]*global.delta_factor) // value higher when life is fresh (alarm 0 is high)
            /flameLife); // normalize to 1
        if(afterburnFalloff)
            falloffFactor = falloffAmount*0.65+0.35; // Reduce heat additions of "old"/distant flames -- 0.35 to 1.0 "curve" WORKS PROPERLY NOW
        else
            falloffFactor = 1;
       
        if(other.burnIntensity > other.legIntensity and afterburnFalloff) // reduce heat additions above the "leg" heat
            falloffFactor /= 2;
       
        other.burnIntensity += burnIncrease * falloffFactor;
           
        other.burnDuration = min(other.burnDuration, other.maxDuration);
        other.burnIntensity = min(other.burnIntensity, other.maxIntensity);
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 01, 2014, 08:33:50 pm
use the values from buffpyro ?
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 01, 2014, 08:36:24 pm
this was written wayyyy before buffpyro
Title: Re: Gang Garrison 2.7.2
Post by: Rumrusher on April 01, 2014, 08:45:43 pm
Well looks like the new update crashed my game. right around when I was specing arena I got some weird error code at the end of the round/match(after spending a few minutes wondering should I get off my butt to create a bugreporting account or just wait for someone else to do it and just blow it off) I hit ignore and boom loaded the new map and overloaded the game with explosions and fire effects this was on BTW's Server...
(click to show/hide)
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 01, 2014, 08:46:51 pm
list the plugins you have installed
that line isn't supposed to run when capTime is zero
Title: Re: Gang Garrison 2.7.2
Post by: Venomous on April 01, 2014, 08:48:58 pm
Can someone explain what A/D CTF is to me?
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 01, 2014, 08:50:58 pm
This topic is pretty close apart from the "add time after each cap" bit (http://www.ganggarrison.com/forums/index.php?topic=35124.0)
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 01, 2014, 08:55:19 pm
Can someone explain what A/D CTF is to me?
well uh, to explain it simply, its a form of ctf where one team uses 5 scouts to try to jello the intel through the other teams 5 engies. its kinda like a normal game of ctf reverse, only one team dosnt have to worry about capping
Title: Re: Gang Garrison 2.7.2
Post by: Rumrusher on April 01, 2014, 09:00:13 pm
list the plugins you have installed
that line isn't supposed to run when capTime is zero
I have none.
Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 01, 2014, 09:05:24 pm
60fps is dam laggy D:
gonna wait for next update... :3
Title: Re: Gang Garrison 2.7.2
Post by: ★snooze on April 01, 2014, 10:16:05 pm
60fps is dam laggy D:
Yeah, 60 fps has some issues, hopefully they'll be resolved soon.
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 01, 2014, 10:17:59 pm
if you can't maintain 60fps then don't use 60fps mode
simple
there are a couple problems but they're almost all because of people stressing out their computer just like usual business
Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 01, 2014, 10:54:07 pm
But 60fps in 2.7 version is one of the most excited update. I hope the lag goes away soon  :z7:
Title: Re: Gang Garrison 2.7.2
Post by: Venomous on April 01, 2014, 11:16:18 pm
wait why is medic selfhealing 10 HP a second
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 01, 2014, 11:17:40 pm
OOPS
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 01, 2014, 11:24:43 pm
OOPS
:hehe:
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 01, 2014, 11:28:55 pm
actually it's caused by damage indicator
my bad guys
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 01, 2014, 11:43:00 pm
Just a quirk
(http://files.myfrogbag.com/jribhs/2014-04-02%2015-29-28%20EST%20PROPERLY%20CONFIGURED%20SERVER%20arena_contra.png)
Arena, 16:10, 60fps

Bubble launch speed seems faster than I expected on 60fps (like double)

Also I forget what the enemy color intel timer is meant to stand for when you just pick it up :drool:
Title: Re: Gang Garrison 2.7.2
Post by: Venomous on April 01, 2014, 11:44:23 pm
Its the intel charge.
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 01, 2014, 11:56:25 pm
Got a memory leak of about 4 KB every second. Might be faster with more players. Can't tell. Might not increase (maybe just very slowly) during humiliation.
Seems to go away every map change. Implies cheap non-persistent object being made a lot of.
Performance issue goes hand in hand. Performance increases temporarily when host, specifically, has a character and dies, among other things that I can't figure out.
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 02, 2014, 12:01:11 am
Also do ubers build twice as fast?

Could the leaks be blood? (that would make it a conveniently literal leak :drool: )

imo invasion maps probably shouldn't be symmetrical but that's just me
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 12:16:27 am
ctf_avanti is actually asymmetrical
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 12:20:56 am
leak's happening even when spectating in an empty server doing absolutely nothing
Title: Re: Gang Garrison 2.7.2
Post by: bullets (obviously) on April 02, 2014, 12:25:51 am
Haven't been getting any leaks as a client.

Bugs aside, between 60fps and deto/pyro buffs really love this update :c1:
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 02, 2014, 12:28:45 am
Haven't been getting any leaks as a client.

Bugs aside, between 60fps and deto/pyro buffs really love this update :c1:
Didn't notice any leaks and connection was pretty darn good considering I'm AUSmasterrace
QC bubbles feel a lot weaker against the bullets (well scout bursts anyway) but I'm happy that the blade's been I think buffed
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 12:29:39 am
random bullets will penetrate the bubble shield completely, but bubbles fire faster
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 02, 2014, 12:31:51 am
random bullets will penetrate the bubble shield completely, but bubbles fire faster
alright and here I thought the bubble speed buff was a bug :drool:
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 12:37:39 am
312,164 KB and running!
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 12:47:15 am
317,340
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 02, 2014, 01:02:38 am
Preround startup timer on avanti appeared to go twice as fast and it repeated itself (so at actually 30sec it did countdown siren, and again at 60sec) - 60fps

EDIT - oh yeah a biggie, 2.6??? (refer image)
Title: Re: Gang Garrison 2.7.2
Post by: ajf on April 02, 2014, 01:49:53 am
I go to sleep for 7 hours and you guys release this buggy mess? :-\
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 02, 2014, 01:51:15 am
Preround startup timer on avanti appeared to go twice as fast and it repeated itself (so at actually 30sec it did countdown siren, and again at 60sec) - 60fps

EDIT - oh yeah a biggie, 2.6??? (refer image)
PFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
 xD xD
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 02, 2014, 01:59:36 am
I go to sleep for 7 hours and you guys release this buggy mess? :-\
You didn't address the spy issue in 2.7 so :P
Title: Re: Gang Garrison 2.7.2
Post by: ajf on April 02, 2014, 02:02:30 am
I go to sleep for 7 hours and you guys release this buggy mess? :-\
You didn't address the spy issue in 2.7 so :P
Some of April Fools 2.7's bugs weren't bugs. Others were so funny there was no reason to remove them.
Title: Re: Gang Garrison 2.7.2
Post by: Spencer (steam) on April 02, 2014, 02:43:37 am
nice April Fools
and chat still got or not? :z9:
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 02, 2014, 02:50:05 am
Wouldn't you be able to check that yourself by making a server? :P
Title: Re: Gang Garrison 2.7.2
Post by: MedO on April 02, 2014, 02:54:21 am
Wareya - try to run the game in Debug mode from Game Maker, then you can have a look at all instances. If there actually is a leak like you suspect, the culprit should be pretty obvious from that list.
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 02:55:19 am
Managed to get 315,156 KB running at 30 FPS.

60 FPS seems to get the leak a lot faster.

Thanks for the advice, Medo.
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 03:02:15 am
Doesn't seem to be an instance problem. Something is definitely leaking, though.
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 02, 2014, 03:57:49 am
Error on arena_contra, occurred as point just opened (also the point did random things like switch between red and blu caps rapidly for like 1 sec). 60fps. Didn't affect server as after ignoring the error, BLU won the cap. Same error I believe as Rummy's
Title: Re: Gang Garrison 2.7.2
Post by: ajf on April 02, 2014, 04:30:19 am
Doesn't seem to be an instance problem. Something is definitely leaking, though.
Write an extension that reimplements ds_map or stubs it, and use that to log creation of them.
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 02, 2014, 04:35:57 am
Is it normal behavior for Invasion to go into overtime on the n-1'th cap (i.e. red needs one cap to win)?
Also red timer on blu intel :z9:

(and for something completely random, more disputable wallmasks on egypt)

INTERESTINGLY when dead the arena cap error doesn't occur; actually it occurs sporadically, i initially capped and left the point and other ppl got the error
Title: Re: Gang Garrison 2.7.2
Post by: Spencer (steam) on April 02, 2014, 07:19:43 am
i just tried the game and it too glitch and lag :z1:
Title: Re: Gang Garrison 2.7.2
Post by: Rumrusher on April 02, 2014, 08:18:46 am
I go to sleep for 7 hours and you guys release this buggy mess? :-\
You didn't address the spy issue in 2.7 so :P
Some of April Fools 2.7's bugs weren't bugs. Others were so funny there was no reason to remove them.
good point love me some quirks. though I just had a plugin error crash from a room filled with 20 people(that didn't ask for any plugins to join). is 20 the new 50?
(http://www.truimagz.com/host/fortcrush2/de/weird-crash.png)
Title: Re: Gang Garrison 2.7.2
Post by: Derpduck on April 02, 2014, 10:48:34 am
Head doesn't line up properly when walking; red square appears.
(http://www.ganggarrison.com/forums/index.php?action=dlattach;topic=35341.0;attach=16629;image)
Title: Re: Gang Garrison 2.7.2
Post by: [SGC] kildau on April 02, 2014, 11:06:45 am
Really liking pyro buff and new movement animation,but I feel like  game became more laggy,might be my internet connection though.
Title: Re: Gang Garrison 2.7.2
Post by: Dumbledank on April 02, 2014, 11:52:18 am
New walk cycles distract me way too much, perhaps add a toggle between the old and new.

Sticky jumping got a bit of a nerf, if you don't jump then you get almost no height from your explosion in comparison to previous builds (not a big deal)
Title: Re: Gang Garrison 2.7.2
Post by: aronhun on April 02, 2014, 01:12:52 pm
How to make an a/d ctf map?
If i place both intel that will be cp :drool:
will this be in the new Garrison builder, and the TDM too?  :-\
Title: Re: Gang Garrison 2.7.2
Post by: ajf on April 02, 2014, 01:24:31 pm
How to make an a/d ctf map?
If i place both intel that will be cp :drool:
will this be in the new Garrison builder, and the TDM too?  :-\
IDK about A/D CTF, but TDM doesn't need a new Garrison Builder version. Just use "Free mode" and don't add any game mode entities.
Title: Re: Gang Garrison 2.7.2
Post by: 2D on April 02, 2014, 01:30:50 pm
New walk cycles distract me way too much, perhaps add a toggle between the old and new.

That.
And the fact that my PING increased by 200 with this update. Running 30 FPS.
While I do like the graphical improvement, I frown on the querly nerf.
Title: Re: Gang Garrison 2.7.2
Post by: SpaceAce on April 02, 2014, 01:58:09 pm
While I do like the graphical improvement, I frown on the querly nerf.
I agree with this, I feel that pushing medics back is too hard now and while the damage is better, I'm loosing my infinite air blast. Maybe find a happy medium between the old one and new one? Also, medic is useless now.
Title: Re: Gang Garrison 2.7.2
Post by: 2D on April 02, 2014, 02:08:40 pm
Also, medic is useless now.
Cite evidence, please.
Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 02, 2014, 03:10:57 pm
can't play with this lag D: both 30fps and 60fps lag dam good.
Title: Re: Gang Garrison 2.7.2
Post by: hello on April 02, 2014, 03:13:36 pm
  • There is no secret class. We did not change the nonexistant behavior of the nonexistant secret class's primary fire.
(http://i.imgur.com/LB9VBaP.png)
was dis supposed to happens?
Title: Re: Gang Garrison 2.7.2
Post by: nightcracker on April 02, 2014, 03:15:28 pm
Really annoying release =/

My server randomly stopped with this:

Code: [Select]
___________________________________________
ERROR in
action number 1
of Other Event: User Defined 2
for object Flamethrower:

Error in code at line 149:
                       for(i = 0; i < realnumflames; i += 1)
                                      ^
at position 37: Unknown variable realnumflames

60 FPS feels weird and glitchy.
Rocketmen can sometimes shoot through platforms they stand on.
30 FPS is a NOT the original framerate - I never had any "shocky" stuff going on, 30 FPS is unbearable.
Animations are too fast with 60fps.
Joining a server shows a command prompt.
Title: Re: Gang Garrison 2.7.2
Post by: Sparky on April 02, 2014, 03:19:52 pm
Ok so I copied my 'Plugins' folder from last version and pasted it into new gg2's folder, and when I play, I've these errors: (If I play without Plugins folder, no error)
ERROR in
action number 1
of Trigger Event: <Deleted>
for object MineTrail:

Error in code at line 11:
   object_event_add(ScorePanel,ev_create,0,"
                   ^
at position 18: Unknown variable ScorePanel


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

Error in code at line 53:
       if instance_exists(ScorePanel){
                         ^
at position 24: Unknown variable ScorePanel

In my Plugins folder, there are:
(click to show/hide)
from which do errors come from? D:
Title: Re: Gang Garrison 2.7.2
Post by: 2D on April 02, 2014, 03:32:43 pm
Detonator's walk with a Haxxy mask makes me smile.
Deto is soooo much more fun to play now.
That is if everything wasn't so damn laggy.
Still, with every update there is a polish.
Or so I hope...
Title: Re: Gang Garrison 2.7.2
Post by: SpaceAce on April 02, 2014, 03:43:58 pm
Also, medic is useless now.
Cite evidence, please.
Medic no longer has ramp up healing, so healing people in battle, which is a priority, is problematic. I don't have the code in front of me, but Rumrusher brought it to my attention yesterday.
Title: Re: Gang Garrison 2.7.2
Post by: Derpduck on April 02, 2014, 03:54:34 pm
Ok so I copied my 'Plugins' folder from last version and pasted it into new gg2's folder, and when I play, I've these errors: (If I play without Plugins folder, no error)
ERROR in
action number 1
of Trigger Event: <Deleted>
for object MineTrail:

Error in code at line 11:
   object_event_add(ScorePanel,ev_create,0,"
                   ^
at position 18: Unknown variable ScorePanel


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

Error in code at line 53:
       if instance_exists(ScorePanel){
                         ^
at position 24: Unknown variable ScorePanel

In my Plugins folder, there are:
(click to show/hide)
from which do errors come from? D:
The ScorePanel object had its name changed, that is the cause of your errors.
Title: Re: Gang Garrison 2.7.2
Post by: ajf on April 02, 2014, 03:57:03 pm
Joining a server shows a command prompt.
Always has on Windows, due to extracting plugin zip files :-\
Title: Re: Gang Garrison 2.7.2
Post by: hello on April 02, 2014, 04:00:32 pm
  • Increased pyro damage in general
That moment when you  :c1: pyro
(http://i.imgur.com/2JIhW3E.png)
Title: Re: Gang Garrison 2.7.2
Post by: Sparky on April 02, 2014, 04:03:20 pm
Ok so I copied my 'Plugins' folder from last version and pasted it into new gg2's folder, and when I play, I've these errors: (If I play without Plugins folder, no error)
ERROR in
action number 1
of Trigger Event: <Deleted>
for object MineTrail:

Error in code at line 11:
   object_event_add(ScorePanel,ev_create,0,"
                   ^
at position 18: Unknown variable ScorePanel


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

Error in code at line 53:
       if instance_exists(ScorePanel){
                         ^
at position 24: Unknown variable ScorePanel

In my Plugins folder, there are:
(click to show/hide)
from which do errors come from? D:
The ScorePanel object had its name changed, that is the cause of your errors.
hm..so which plugin do I have to delete/modify?
Title: Re: Gang Garrison 2.7.2
Post by: Orpheon on April 02, 2014, 04:07:44 pm
Ok so I copied my 'Plugins' folder from last version and pasted it into new gg2's folder, and when I play, I've these errors: (If I play without Plugins folder, no error)
ERROR in
action number 1
of Trigger Event: <Deleted>
for object MineTrail:

Error in code at line 11:
   object_event_add(ScorePanel,ev_create,0,"
                   ^
at position 18: Unknown variable ScorePanel


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

Error in code at line 53:
       if instance_exists(ScorePanel){
                         ^
at position 24: Unknown variable ScorePanel

In my Plugins folder, there are:
(click to show/hide)
from which do errors come from? D:
The ScorePanel object had its name changed, that is the cause of your errors.
hm..so which plugin do I have to delete/modify?
FreezeTime perhaps?
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 02, 2014, 04:14:25 pm
or just use this

http://www.ganggarrison.com/forums/index.php?topic=35343.0 (http://www.ganggarrison.com/forums/index.php?topic=35343.0)
Title: Re: Gang Garrison 2.7.2
Post by: Derpduck on April 02, 2014, 04:36:32 pm
Got this on joining a server. I had no plugins, server was using chat_v2.
Code: [Select]
ERROR in
action number 1
of  Step Event
for object ControlPoint:

Error in code at line 202:
   
        capping = (capping/lastCapTime) * capTime;
                              ^
at position 29: Division by 0.


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

Error in code at line 24:
   
    draw_sprite_ext(ControlPointStatusS, teamoffset+floor(ArenaControlPoint.capping/ArenaControlPoint.capTime*30),
                                                                                                         ^
at position 104: Division by 0.
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 02, 2014, 04:41:09 pm
Got this on joining a server. I had no plugins, server was using chat_v2.
Code: [Select]
ERROR in
action number 1
of  Step Event
for object ControlPoint:

Error in code at line 202:
   
        capping = (capping/lastCapTime) * capTime;
                              ^
at position 29: Division by 0.


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

Error in code at line 24:
   
    draw_sprite_ext(ControlPointStatusS, teamoffset+floor(ArenaControlPoint.capping/ArenaControlPoint.capTime*30),
                                                                                                         ^
at position 104: Division by 0.
Same error that Rummy and I have run into
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 02, 2014, 05:16:08 pm
try this

Code: [Select]
object_event_add(ControlPoint,ev_step,ev_step_normal,"
    if (lastCapTime == 0)
        lastCapTime = 1;
");
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 02, 2014, 05:31:16 pm
best sprites ever
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 05:54:28 pm
Got this on joining a server. I had no plugins, server was using chat_v2.
Code: [Select]
ERROR in
action number 1
of  Step Event
for object ControlPoint:

Error in code at line 202:
   
        capping = (capping/lastCapTime) * capTime;
                              ^
at position 29: Division by 0.


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

Error in code at line 24:
   
    draw_sprite_ext(ControlPointStatusS, teamoffset+floor(ArenaControlPoint.capping/ArenaControlPoint.capTime*30),
                                                                                                         ^
at position 104: Division by 0.
if the server is running that truearena or whatever plugin this can happen
that's my current assumption
capTime isn't supposed to be 0 when that code runs
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 02, 2014, 05:58:48 pm
the runner/scout sprite of run need be more speed if you look you see he walking speed
Title: Re: Gang Garrison 2.7.2
Post by: Derpduck on April 02, 2014, 06:01:20 pm
Got this on joining a server. I had no plugins, server was using chat_v2.
Code: [Select]
ERROR in
action number 1
of  Step Event
for object ControlPoint:

Error in code at line 202:
   
        capping = (capping/lastCapTime) * capTime;
                              ^
at position 29: Division by 0.


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

Error in code at line 24:
   
    draw_sprite_ext(ControlPointStatusS, teamoffset+floor(ArenaControlPoint.capping/ArenaControlPoint.capTime*30),
                                                                                                         ^
at position 104: Division by 0.
if the server is running that truearena or whatever plugin this can happen
that's my current assumption
capTime isn't supposed to be 0 when that code runs
It happened many times on 2 different servers, so I'm guessing it's not a plugin.
Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 02, 2014, 06:15:57 pm
pyro's damage point = Heavy's damage point :3
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 06:16:19 pm
honestly derp considering how many servers ran that gate plugin I wouldn't be surprised
Title: Re: Gang Garrison 2.7.2
Post by: Valence on April 02, 2014, 06:26:30 pm
Looks good boys
Title: Re: Gang Garrison 2.7.2
Post by: horseglue on April 02, 2014, 06:34:34 pm
Two things.

Sometimes, gates won't let players through for a few moments. Guess that has something to do with the new behavior of gates (not letting people stand inside them and shoot).

And sometimes rockets only deal the base 25 damage. Might just be me, but I think rockets deal the blast damage after they deal the base damage now; which would indicate that there are times when the blast damage doesn't register at all. This happened a lot, with me on both the giving and the receiving end.
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 02, 2014, 06:40:16 pm
Two things.

Sometimes, gates won't let players through for a few moments. Guess that has something to do with the new behavior of gates (not letting people stand inside them and shoot).

And sometimes rockets only deal the base 25 damage. Might just be me, but I think rockets deal the blast damage after they deal the base damage now; which would indicate that there are times when the blast damage doesn't register at all. This happened a lot, with me on both the giving and the receiving end.

I've eaten two direct rockets in succession as a scout and didn't die, so I second Poniman's comment here.

Wareya the error has happened on your own server which isn't running AAM :P
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 02, 2014, 06:47:24 pm
Got this on joining a server. I had no plugins, server was using chat_v2.
Code: [Select]
ERROR in
action number 1
of  Step Event
for object ControlPoint:

Error in code at line 202:
   
        capping = (capping/lastCapTime) * capTime;
                              ^
at position 29: Division by 0.


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

Error in code at line 24:
   
    draw_sprite_ext(ControlPointStatusS, teamoffset+floor(ArenaControlPoint.capping/ArenaControlPoint.capTime*30),
                                                                                                         ^
at position 104: Division by 0.
if the server is running that truearena or whatever plugin this can happen
that's my current assumption
capTime isn't supposed to be 0 when that code runs
yes, but since capping isnt synced, its entirely possible for the client to be a frame or 2 ahead of the server and divide by 0(i think)
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 02, 2014, 06:58:48 pm
Got this on joining a server. I had no plugins, server was using chat_v2.
Code: [Select]
ERROR in
action number 1
of  Step Event
for object ControlPoint:

Error in code at line 202:
   
        capping = (capping/lastCapTime) * capTime;
                              ^
at position 29: Division by 0.


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

Error in code at line 24:
   
    draw_sprite_ext(ControlPointStatusS, teamoffset+floor(ArenaControlPoint.capping/ArenaControlPoint.capTime*30),
                                                                                                         ^
at position 104: Division by 0.
if the server is running that truearena or whatever plugin this can happen
that's my current assumption
capTime isn't supposed to be 0 when that code runs
yes, but since capping isnt synced, its entirely possible for the client to be a frame or 2 ahead of the server and divide by 0(i think)
Would explain why the server never crashed when others got the error
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 07:00:34 pm
o ok
Title: Re: Gang Garrison 2.7.2
Post by: GraveBear on April 02, 2014, 07:18:35 pm
Well.
I got lag problems now ;/
And it keep crashing
I suggest coming back to old version and problem solve? :woot:
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 07:20:50 pm
are you running 30fps
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 02, 2014, 09:00:20 pm
the pyro now can kill all if is near they can doo 50000 kills if 50000 peoples is near he please fix it he damage is so much now
Title: Re: Gang Garrison 2.7.2
Post by: Rumrusher on April 02, 2014, 09:06:53 pm
the pyro now can kill all if is near they can doo 50000 kills if 50000 peoples is near he please fix it he damage is so much now
Firebug finally back in the throne curly sat in for 2.6.9 and good thing she kept the seat warm.
Also I now have a new class rival to train against, thanks devs for boosting A single class. still don't know how to cancel sandvich eating...

okay so this new patch broke arena, and itemserverautoguns. this is my second time I got the same error but it was on jesus's server.
Title: Re: Gang Garrison 2.7.2
Post by: KnotSoup on April 02, 2014, 09:39:19 pm
My ping hit 12000 Somewhere. Looks like I won't be playing GG2 for a while.
Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 02, 2014, 09:50:06 pm
ah.. 5 vs 5 is my maximum  :z7: (30fps)
Title: Re: Gang Garrison 2.7.2
Post by: Bender Rodriguez on April 02, 2014, 10:04:54 pm
I got this error:

ERROR in
action number 1
of Other Event: User Defined 2
for object Flamethrower:

Error in code at line 149:
                       for(i = 0; i < realnumflames; i += 1)
                                      ^
at position 37: Unknown variable realnumflames
Title: Re: Gang Garrison 2.7.2
Post by: Valence on April 02, 2014, 10:18:54 pm
Is it just my imagination or does everything do more damage now?
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 02, 2014, 10:40:04 pm
just your imagination
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 02, 2014, 10:57:31 pm
just your imagination
yea, only pyro does more damage now silly
Title: Re: Gang Garrison 2.7.2
Post by: BigBrother the West on April 03, 2014, 01:34:06 am
Oh my goodness. it wasn't a joke.
Title: Re: Gang Garrison 2.7.2
Post by: 2D on April 03, 2014, 08:08:56 am
I love the way medic runs.
Looks like he's prancing.
Also, I've noticed that if I'm healing someone and I'm on an inclined surface, I crouch? 'Tis odd.
So, here's the new fear that everyone has.
"Deto is OP"
I agree, but only slightly, as the increase in health and increased knockback of stickies make him more of a force than ever.
Still, I see no need to tweak.
I'm just saying, get ready for hordes to say "Deto is OP"
Title: Re: Gang Garrison 2.7.2
Post by: RelicScattergun on April 03, 2014, 08:56:19 am
I love the way medic runs.
Looks like he's prancing.
So, here's the new fear that everyone has.
"Deto is OP"
I agree, but only slightly, as the increase in health and increased knockback of stickies make him more of a force than ever.
Still, I see no need to tweak.
I'm just saying, get ready for hordes to say "Deto is OP"
I actually think it's more balanced now. I mean, I know this game is trying to become independent of it's Team Fortress 2, but I remember the demoman actually having more hitpoints than even the soldier. So I guess it just feels more natural now. That, and it compensates for the difficulty of aiming stickybombs...
Title: Re: Gang Garrison 2.7.2
Post by: 『AMLV』bobtehnoob on April 03, 2014, 10:00:01 am
Deto being op is dependent on the player being able to play deto.
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 03, 2014, 10:43:18 am
how to spin jump?
Title: Re: Gang Garrison 2.7.2
Post by: ajf on April 03, 2014, 10:48:07 am
how to spin jump?
flip back and forth really quickly while jumping

that's it
Title: Re: Gang Garrison 2.7.2
Post by: Intel Guard on April 03, 2014, 10:48:55 am
Anybody who says Deto is OP just because he was UP before is an idiot
Title: Re: Gang Garrison 2.7.2
Post by: Sparky on April 03, 2014, 10:49:41 am
Anybody who says Deto is OP just because he was UP before is an idiot
:c1:
Title: Re: Gang Garrison 2.7.2
Post by: TailPipe on April 03, 2014, 11:54:10 am
how to spin jump?
flip back and forth really quickly while jumping

that's it
Can you please be more specific? I tried to do what you said, but couldn't do it properly.
Title: Re: Gang Garrison 2.7.2
Post by: 『AMLV』bobtehnoob on April 03, 2014, 12:38:05 pm
Make the character's sprite flip sides very quickly while jumping.
It shouldn't be very noticeable, but there are places where you can spinjump up you can't jump up normally.
Title: Re: Gang Garrison 2.7.2
Post by: .prime on April 03, 2014, 01:52:35 pm
Make the character's sprite flip sides very quickly while jumping.
It shouldn't be very noticeable, but there are places where you can spinjump up you can't jump up normally.
still can't do it.
pyro is no longer a walking pepper spray now
Title: Re: Gang Garrison 2.7.2
Post by: 2D on April 03, 2014, 01:53:33 pm
Also, I'd like the new running sprites added to humiliation.
Title: Re: Gang Garrison 2.7.2
Post by: hippie on April 03, 2014, 02:15:45 pm
You'll only really notice spin jumping against walls. All you do is aim left/right simultaneously fast as fuck
Title: Re: Gang Garrison 2.7.2
Post by: SpaceAce on April 03, 2014, 04:14:00 pm
Make the character's sprite flip sides very quickly while jumping.
It shouldn't be very noticeable, but there are places where you can spinjump up you can't jump up normally.
still can't do it.
You gotta do it a lot, but It's in there. I forget the map name, but it's the big map with the shacks and boxes just before the intel area, and the middle entrance can only be accessed by a rocket jump or double jump. With a spin jump, you can just barely make it up.
Title: Re: Gang Garrison 2.7.2
Post by: Derpduck on April 03, 2014, 04:18:17 pm
Make the character's sprite flip sides very quickly while jumping.
It shouldn't be very noticeable, but there are places where you can spinjump up you can't jump up normally.
still can't do it.
You gotta do it a lot, but It's in there. I forget the map name, but it's the big map with the shacks and boxes just before the intel area, and the middle entrance can only be accessed by a rocket jump or double jump. With a spin jump, you can just barely make it up.
It's ctf_orange.
Title: Re: Gang Garrison 2.7.2
Post by: Intel Guard on April 03, 2014, 05:22:11 pm
if you cant do it youre not doing it right, and it works best against walls
Title: Re: Gang Garrison 2.7.2
Post by: TailPipe on April 03, 2014, 05:25:46 pm
You'll only really notice spin jumping against walls. All you do is aim left/right simultaneously fast as fuck
That explains a whole lot. All I've been doing is jumping towards a wall (to the right) and then tap and hold A and W the instant I touch the wall.
Title: Re: Gang Garrison 2.7.2
Post by: That One Asshole on April 03, 2014, 06:48:25 pm
You'll only really notice spin jumping against walls. All you do is aim left/right simultaneously fast as fuck
That explains a whole lot. All I've been doing is jumping towards a wall (to the right) and then tap and hold A and W the instant I touch the wall.
lol, i think spin jumping is mostly just a cosmetic feature but i mean u never really use spin jumping in a fight...
Title: Re: Gang Garrison 2.7.2
Post by: TailPipe on April 03, 2014, 06:54:52 pm
You'll only really notice spin jumping against walls. All you do is aim left/right simultaneously fast as fuck
That explains a whole lot. All I've been doing is jumping towards a wall (to the right) and then tap and hold A and W the instant I touch the wall.
lol, i think spin jumping is mostly just a cosmetic feature but i mean u never really use spin jumping in a fight...
True, but at least we get to see something unique in-game. Even though, like you said, no one will bother going through the trouble to spin-jump during a fight.
Title: Re: Gang Garrison 2.7.2
Post by: 『AMLV』bobtehnoob on April 03, 2014, 07:05:16 pm
spinjumping while trying to escape or jello is hilarious
Title: Re: Gang Garrison 2.7.2
Post by: Intel Guard on April 03, 2014, 07:14:13 pm
You'll only really notice spin jumping against walls. All you do is aim left/right simultaneously fast as fuck
That explains a whole lot. All I've been doing is jumping towards a wall (to the right) and then tap and hold A and W the instant I touch the wall.
lol, i think spin jumping is mostly just a cosmetic feature but i mean u never really use spin jumping in a fight...
You'll only really notice spin jumping against walls. All you do is aim left/right simultaneously fast as fuck
That explains a whole lot. All I've been doing is jumping towards a wall (to the right) and then tap and hold A and W the instant I touch the wall.
lol, i think spin jumping is mostly just a cosmetic feature but i mean u never really use spin jumping in a fight...
True, but at least we get to see something unique in-game. Even though, like you said, no one will bother going through the trouble to spin-jump during a fight.
spinjumping while trying to escape or jello is hilarious

spinjumping was a staple for competitive runners back when it was possible. and nowadays public servers run tons of maps with spinjumping exploits that good runners can use.
Title: Re: Gang Garrison 2.7.2
Post by: 『AMLV』bobtehnoob on April 03, 2014, 07:27:36 pm
and even some other classes can use
Title: Re: Gang Garrison 2.7.2
Post by: hippie on April 03, 2014, 08:23:46 pm
and even some other classes can use
only useful map i can think of for classes other than scout is classicwell
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 03, 2014, 08:44:23 pm
make a banner
Title: Re: Gang Garrison 2.7.2
Post by: .prime on April 03, 2014, 09:54:34 pm
make a banner
what
Title: Re: Gang Garrison 2.7.2
Post by: ★snooze on April 04, 2014, 07:44:18 am
make a banner
what
he said: "make a banner"
Title: Re: Gang Garrison 2.7.2
Post by: 『AMLV』bobtehnoob on April 04, 2014, 08:34:03 am
make a banner
what
he said: "make a banner"
what
Title: Re: Gang Garrison 2.7.2
Post by: Sparky on April 04, 2014, 08:53:46 am
make a banner
what
he said: "make a banner"
what
he said: 'he said: "make a banner" '

ok lets stop this or someone will delete all these posts ;3
Title: Re: Gang Garrison 2.7.2
Post by: .prime on April 04, 2014, 09:36:08 am
no one is gonna delete anything.
we don't need a banner
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 04, 2014, 10:46:15 am
how to host whit a team deatchmatch/a/d ctf map?
Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 04, 2014, 12:58:02 pm
Thx to Dev for balancing heavy, but pyros must be nerfed D: Their flame damage seems pretty good, but their movement speed is too fast.
Title: Re: Gang Garrison 2.7.2
Post by: Sparky on April 04, 2014, 01:13:02 pm
Thx to Dev for balancing heavy, but pyros must be nerfed D: Their flame damage seems pretty good, but their movement speed is too fast.
what, are you serious? saying pyro is OP?
wow, just wow, pyro isn't op at all(well imo), still easy to beat a pyro, if you can escape his flairs tho
Title: Re: Gang Garrison 2.7.2
Post by: 2D on April 04, 2014, 01:32:08 pm
Thx to Dev for balancing heavy, but pyros must be nerfed D: Their flame damage seems pretty good, but their movement speed is too fast.
please no.
I've been pushing for a buff since I got here.
You're not supposed to be on fire. Fire hurts.
Also, is Passive Burning (http://www.ganggarrison.com/forums/index.php?topic=34522.msg1184955#msg1184955) removed?
Title: Re: Gang Garrison 2.7.2
Post by: Intel Guard on April 04, 2014, 01:57:56 pm
Thx to Dev for balancing heavy, but pyros must be nerfed D: Their flame damage seems pretty good, but their movement speed is too fast.
please no.
I've been pushing for a buff since I got here.
You're not supposed to be on fire. Fire hurts.
Also, is Passive Burning (http://www.ganggarrison.com/forums/index.php?topic=34522.msg1184955#msg1184955) removed?
....use your head, obviously not since you didnt get an answer, its not in AFR and it was locked
Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 04, 2014, 02:03:19 pm
hm.. how about 20 more HP and movement speed as medic? this is just my suggestion.
Title: Re: Gang Garrison 2.7.2
Post by: 『AMLV』bobtehnoob on April 04, 2014, 02:09:50 pm
hm.. how about 20 more HP and movement speed as medic? this is just my suggestion.
lolno
Title: Re: Gang Garrison 2.7.2
Post by: Sparky on April 04, 2014, 03:22:52 pm
Wait, pyro's speed has been ameliorated?
I also thought it was as fast as q/c or medic D:
Title: Re: Gang Garrison 2.7.2
Post by: 2D on April 04, 2014, 03:33:37 pm
Thx to Dev for balancing heavy, but pyros must be nerfed D: Their flame damage seems pretty good, but their movement speed is too fast.
please no.
I've been pushing for a buff since I got here.
You're not supposed to be on fire. Fire hurts.
Also, is Passive Burning (http://www.ganggarrison.com/forums/index.php?topic=34522.msg1184955#msg1184955) removed?
....use your head, obviously not since you didnt get an answer, its not in AFR and it was locked
McDouche weighs in.
I still don't know why that was locked without a definitive yes or no.
Title: Re: Gang Garrison 2.7.2
Post by: .prime on April 04, 2014, 07:23:11 pm
hotfix please
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 04, 2014, 07:28:56 pm
please make the spy still invisible when backstab now when i will backstab all see me behind its not cool and he is now UP
Title: Re: Gang Garrison 2.7.2
Post by: TailPipe on April 04, 2014, 08:18:25 pm
please make the spy still invisible when backstab now when i will backstab all see me behind its not cool and he is now UP
What programmers will say: "No."
If your request was accepted, then the whole gameplay will be unbalanced. Because if this was in-game, we'd be seeing people suddenly dropping on the group and we wouldn't know that it was a spy instead of some sort of glitch, and everyone will rage and quit. Please think before you announce.
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 04, 2014, 08:26:57 pm
please make the spy still invisible when backstab now when i will backstab all see me behind its not cool and he is now UP
What programmers will say: "No."
If your request was accepted, then the whole gameplay will be unbalanced. Because if this was in-game, we'd be seeing people suddenly dropping on the group and we wouldn't know that it was a spy instead of some sort of glitch, and everyone will rage and quit. Please think before you announce.
i think before announce why i see if its in game make the spy be overpowered op but if not in game he is up unpowered so in both ways he will be unbalanced we need get another way to balance class spy
Title: Re: Gang Garrison 2.7.2
Post by: SpaceAce on April 04, 2014, 08:28:56 pm
please make the spy still invisible when backstab now when i will backstab all see me behind its not cool and he is now UP
What programmers will say: "No."
If your request was accepted, then the whole gameplay will be unbalanced. Because if this was in-game, we'd be seeing people suddenly dropping on the group and we wouldn't know that it was a spy instead of some sort of glitch, and everyone will rage and quit. Please think before you announce.
Dude, do you not read the kill feed or something? It's rather simple to just assume that when someone dies beside you that the person is was killed by something, and if you look at the kill feed you will see it was a stab. There is nothing stopping players from doing this, therefore there is no balance loss.
Title: Re: Gang Garrison 2.7.2
Post by: TailPipe on April 04, 2014, 08:41:51 pm
please make the spy still invisible when backstab now when i will backstab all see me behind its not cool and he is now UP
What programmers will say: "No."
If your request was accepted, then the whole gameplay will be unbalanced. Because if this was in-game, we'd be seeing people suddenly dropping on the group and we wouldn't know that it was a spy instead of some sort of glitch, and everyone will rage and quit. Please think before you announce.
Dude, do you not read the kill feed or something? It's rather simple to just assume that when someone dies beside you that the person is was killed by something, and if you look at the kill feed you will see it was a stab. There is nothing stopping players from doing this, therefore there is no balance loss.
So, to you, it's still considered balanced that because the spy remains invisible during its "stabbing position", you don't get a chance to save your allies from being stabbed because you don't even know the spy's there until it's too late?

Also, Narudan, the spy is equipped with a revolver that can not only give surprisingly heavy damage to enemies, but as well as bullets travelling much farther and straighter than other weapons that use bullets. If the stab doesn't get your enemies, the revolver is your alternative friend.
Title: Re: Gang Garrison 2.7.2
Post by: SpaceAce on April 04, 2014, 09:18:07 pm
please make the spy still invisible when backstab now when i will backstab all see me behind its not cool and he is now UP
What programmers will say: "No."
If your request was accepted, then the whole gameplay will be unbalanced. Because if this was in-game, we'd be seeing people suddenly dropping on the group and we wouldn't know that it was a spy instead of some sort of glitch, and everyone will rage and quit. Please think before you announce.
Dude, do you not read the kill feed or something? It's rather simple to just assume that when someone dies beside you that the person is was killed by something, and if you look at the kill feed you will see it was a stab. There is nothing stopping players from doing this, therefore there is no balance loss.
So, to you, it's still considered balanced that because the spy remains invisible during its "stabbing position", you don't get a chance to save your allies from being stabbed because you don't even know the spy's there until it's too late?

Also, Narudan, the spy is equipped with a revolver that can not only give surprisingly heavy damage to enemies, but as well as bullets travelling much farther and straighter than other weapons that use bullets. If the stab doesn't get your enemies, the revolver is your alternative friend.
I thought we were talking about giving the spy invisibility during the stab while he's behind people. I think it would be terribly unbalanced if the spy were fully cloaked during stab.
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 04, 2014, 09:33:13 pm
please make the spy still invisible when backstab now when i will backstab all see me behind its not cool and he is now UP
What programmers will say: "No."
If your request was accepted, then the whole gameplay will be unbalanced. Because if this was in-game, we'd be seeing people suddenly dropping on the group and we wouldn't know that it was a spy instead of some sort of glitch, and everyone will rage and quit. Please think before you announce.
Dude, do you not read the kill feed or something? It's rather simple to just assume that when someone dies beside you that the person is was killed by something, and if you look at the kill feed you will see it was a stab. There is nothing stopping players from doing this, therefore there is no balance loss.
So, to you, it's still considered balanced that because the spy remains invisible during its "stabbing position", you don't get a chance to save your allies from being stabbed because you don't even know the spy's there until it's too late?

Also, Narudan, the spy is equipped with a revolver that can not only give surprisingly heavy damage to enemies, but as well as bullets travelling much farther and straighter than other weapons that use bullets. If the stab doesn't get your enemies, the revolver is your alternative friend.
i know every time if i fail stab i take my revolver but now this still be a big problem can see you if stab behind :(
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 04, 2014, 09:33:56 pm
please in next update make a easy easy easy way to add new maps to you server why i see some videos images and dont know how to put new maps in my server :V
Title: Re: Gang Garrison 2.7.2
Post by: SpaceAce on April 04, 2014, 11:09:47 pm
please in next update make a easy easy easy way to add new maps to you server why i see some videos images and dont know how to put new maps in my server :V
Have you considered not being a total fagit? Also, just create a .txt file with a list of map names, and in the gg2.ini put the name of that txt file (With the .txt) next to the place where it says "MapRotation=
Title: Re: Gang Garrison 2.7.2
Post by: Intel Guard on April 04, 2014, 11:10:18 pm
Thx to Dev for balancing heavy, but pyros must be nerfed D: Their flame damage seems pretty good, but their movement speed is too fast.
please no.
I've been pushing for a buff since I got here.
You're not supposed to be on fire. Fire hurts.
Also, is Passive Burning (http://www.ganggarrison.com/forums/index.php?topic=34522.msg1184955#msg1184955) removed?
....use your head, obviously not since you didnt get an answer, its not in AFR and it was locked
McDouche weighs in.
I still don't know why that was locked without a definitive yes or no.
because you apparently can't read and want to act like a catty two year old (which is nothing new for you)

wareya addressed it directly and explained why your request was dumb (which it was). apply basic comprehension skills please

Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 05, 2014, 12:40:41 am
if dev decides to nerf pyro, what would it be?

(please vote)

1.movement speed

2.health maximum

3.flame length

4.flame damage

5.after-burn damage

6.more ammo required to airshot

These possible options are from my head. Please dont say shtty words, or you will look like a 7 years old kid :3
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 05, 2014, 01:20:41 am
obtw holding shift with the class select open realigns the classlimit numbers
Title: Re: Gang Garrison 2.7.2
Post by: Bluez on April 05, 2014, 01:30:55 am
i gotta try that tomorrow. Arigato, zaspai-san! :D
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 05, 2014, 01:31:45 am
i gotta try that tomorrow. Arigato, zaspai-san! :D
as in shifts them like 4-6px lower

As for pyro just ease the range it feels right imo
Title: Re: Gang Garrison 2.7.2
Post by: Fort Nite 2 on April 05, 2014, 02:42:10 am
please in next update make a easy easy easy way to add new maps to you server why i see some videos images and dont know how to put new maps in my server :V
Have you considered not being a total fagit? Also, just create a .txt file with a list of map names, and in the gg2.ini put the name of that txt file (With the .txt) next to the place where it says "MapRotation=
No need to be so rude, dickhead.
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 05, 2014, 07:43:25 am
please in next update make a easy easy easy way to add new maps to you server why  i see some videos images and dont know how to put new maps in my server :V
Have you considered not being a total fagit? Also, just create a .txt file with a list of map names, and in the gg2.ini put the name of that txt file (With the .txt) next to the place where it says "MapRotation=
hey i do that i dont know what is wrong but dont work
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 05, 2014, 08:14:25 am
in gg2.ini:
MapRotation=rot.txt

in rot.txt:
ctf_shana_b1

in Maps/:
ctf_shana_b1.png
Title: Re: Gang Garrison 2.7.2
Post by: 『AMLV』bobtehnoob on April 05, 2014, 08:39:36 am
spy retaining passive invisibility breaks the need to spycheck IMO.
all you need now is a single quote/pyro standing around a sentry nest while the engies go attack, and that essentially locks down a cp/intel, save for an ubered heavy (against pyro) or an ubered soldier (quote).

i personally think that passive invisibility during stabs is fair and consistent, but it does teach players how to use their revolver. against sentries teamed up with other players, however, the nerf sucks hard.

it also makes spies that much worse against even newbie snipers.

remember back when you actually had to know what you were doing to not get stabbed all of the time?
Title: Re: Gang Garrison 2.7.2
Post by: hippie on April 05, 2014, 08:40:53 am
is tdm supposed to go past the limit? came back and saw that the score was 52 when i set the limit to 50
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 05, 2014, 08:41:27 am
in gg2.ini:
MapRotation=rot.txt

in rot.txt:
ctf_shana_b1

in Maps/:
ctf_shana_b1.png
i do this but do a error i need to make a /votemap to can play and just if im alone in server if have other guys do a error:

ERROR in
action number 1
of Alarm Event for alarm 0
for object __newobject834:

Error in code at line 33:
           oldMapIndex = global.currentMapIndex;
                               ^
at position 30: Unknown variable currentMapIndex


Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 05, 2014, 03:29:29 pm
in gg2.ini:
MapRotation=rot.txt

in rot.txt:
ctf_shana_b1

in Maps/:
ctf_shana_b1.png
i do this but do a error i need to make a /votemap to can play and just if im alone in server if have other guys do a error:

ERROR in
action number 1
of Alarm Event for alarm 0
for object __newobject834:

Error in code at line 33:
           oldMapIndex = global.currentMapIndex;
                               ^
at position 30: Unknown variable currentMapIndex
use chat_v2, chat is broken and I'm too lazy to fix ext (particularly because of low demand)
Title: Re: Gang Garrison 2.7.2
Post by: ajf on April 05, 2014, 04:55:50 pm
in gg2.ini:
MapRotation=rot.txt

in rot.txt:
ctf_shana_b1

in Maps/:
ctf_shana_b1.png
i do this but do a error i need to make a /votemap to can play and just if im alone in server if have other guys do a error:

ERROR in
action number 1
of Alarm Event for alarm 0
for object __newobject834:

Error in code at line 33:
           oldMapIndex = global.currentMapIndex;
                               ^
at position 30: Unknown variable currentMapIndex
use chat_v2, chat is broken and I'm too lazy to fix ext (particularly because of low demand)
and the reason why nobody uses chat_ext is because you won't fix those bugs

If you fixed them, people would use it.
Title: Re: Gang Garrison 2.7.2
Post by: Venomous on April 05, 2014, 08:48:09 pm
___________________________________________
ERROR in
action number 1
of  Step Event
for object ControlPoint:

Error in code at line 202:
           capping = (capping/lastCapTime) * capTime;
                              ^
at position 29: Division by 0.
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 05, 2014, 08:52:41 pm
___________________________________________
ERROR in
action number 1
of  Step Event
for object ControlPoint:

Error in code at line 202:
           capping = (capping/lastCapTime) * capTime;
                              ^
at position 29: Division by 0.
Which mode? (as in symmetrical CP or ADCP, Arena's point has already thrown such errors before)
Title: Re: Gang Garrison 2.7.2
Post by: Rumrusher on April 05, 2014, 09:04:27 pm
in gg2.ini:
MapRotation=rot.txt

in rot.txt:
ctf_shana_b1

in Maps/:
ctf_shana_b1.png
i do this but do a error i need to make a /votemap to can play and just if im alone in server if have other guys do a error:

ERROR in
action number 1
of Alarm Event for alarm 0
for object __newobject834:

Error in code at line 33:
           oldMapIndex = global.currentMapIndex;
                               ^
at position 30: Unknown variable currentMapIndex
use chat_v2, chat is broken and I'm too lazy to fix ext (particularly because of low demand)
and the reason why nobody uses chat_ext is because you won't fix those bugs

If you fixed them, people would use it.
well I don't use the newer chats due to people seem to go bonkers over trying to vote  all the damn time and it doesn't  help that you can't just easily ignore it since it's like some annoying pop up you need to press a button on a keyboard to remove and chances are you might be the person they are trying to kick, and yea it gives players powers that makes moderation easier(by washing your hands of he issue, also you could not give them that power but the task for doing that is just like manually port forwarding something you need to read a guide on how to do.) but chat kinda brings in a reason for you to moderate.
Title: Re: Gang Garrison 2.7.2
Post by: Venomous on April 05, 2014, 09:15:13 pm
___________________________________________
ERROR in
action number 1
of  Step Event
for object ControlPoint:

Error in code at line 202:
           capping = (capping/lastCapTime) * capTime;
                              ^
at position 29: Division by 0.
Which mode? (as in symmetrical CP or ADCP, Arena's point has already thrown such errors before)
Arena, Snooze [I think, it was titled Swooze]'s server.
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 05, 2014, 09:17:47 pm
___________________________________________
ERROR in
action number 1
of  Step Event
for object ControlPoint:

Error in code at line 202:
           capping = (capping/lastCapTime) * capTime;
                              ^
at position 29: Division by 0.

try this

Code: [Select]
object_event_add(ControlPoint,ev_step,ev_step_normal,"
    if (lastCapTime == 0)
        lastCapTime = 1;
");

http://www.ganggarrison.com/forums/index.php?topic=35366.0 (http://www.ganggarrison.com/forums/index.php?topic=35366.0)
Title: Re: Gang Garrison 2.7.2
Post by: CobaltBW on April 06, 2014, 12:49:09 am
Firebug feels great! Afterburn gets work done, and primary fire is as effective as ever. Airblast and flares are pushed out of the focus, which I think is for the better.

Detonator is really solid too. I don't know what exactly you guys did to him but he's not one to be trifled with anymore.

Quote is still meh.
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 06, 2014, 01:31:35 am
we literally just gave detonator an extra 20 hp
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 06, 2014, 01:37:16 am
we literally just gave detonator an extra 20 hp
and mine trails =/
Title: Re: Gang Garrison 2.7.2
Post by: Poop on April 06, 2014, 04:24:41 am
we literally just gave detonator an extra 20 hp
and mine trails =/
I still wouldn't call it op. His probably the hardest class to play as consider the amount of focus and timing you need.
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 06, 2014, 04:32:10 am
we literally just gave detonator an extra 20 hp
and mine trails =/
I still wouldn't call it op. His probably the hardest class to play as consider the amount of focus and timing you need.
I personally think the trails are a minor nerf
But I don't he's changed besides being being bulkier is all
Title: Re: Gang Garrison 2.7.2
Post by: Sparky on April 06, 2014, 04:40:01 am
Huh I don't think it's a nerf, imo it makes the sticky more visible, and also its trajectory.
Title: Re: Gang Garrison 2.7.2
Post by: Sparky on April 06, 2014, 04:46:03 am
Also I don't know if I have to post it here, or if it has already been posted (I guess yes but..), still, is this normal xD?
(http://i.imgur.com/mLaUnWO.png)
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 06, 2014, 04:47:40 am
The sentries looking like they're desynced? Yeah I don't think it's normal but it's happened
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 06, 2014, 04:48:24 am
happens from time to time, still don't understand it
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 06, 2014, 08:12:57 am
What is the name of triple kill plugin?
Title: Re: Gang Garrison 2.7.2
Post by: That One Asshole on April 06, 2014, 08:58:37 am
What is the name of triple kill plugin?
the killstreak plugin by lorgan..?
Title: Re: Gang Garrison 2.7.2
Post by: Haxton Sale on April 06, 2014, 10:49:09 am
Just found out about this update.
Not sure if anyone noticed, but I made those over a year ago. 8 frames each, not sure how many the current ones have.
(click to show/hide)
Title: Re: Gang Garrison 2.7.2
Post by: 『AMLV』bobtehnoob on April 06, 2014, 10:50:04 am
current ones are 4 frames.
Title: Re: Gang Garrison 2.7.2
Post by: That One Asshole on April 06, 2014, 11:08:38 am
Just found out about this update.
Not sure if anyone noticed, but I made those over a year ago. 8 frames each, not sure how many the current ones have.
(click to show/hide)
gonna cause hellva lotta lag
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 06, 2014, 11:49:02 am
Ok i discover how to spin jump but what that do?
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 06, 2014, 11:49:36 am
higher ledges
Title: Re: Gang Garrison 2.7.2
Post by: CobaltBW on April 07, 2014, 12:54:05 pm
we literally just gave detonator an extra 20 hp

Is that it?

Damn, made a big difference.
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 09, 2014, 11:08:25 am
(http://i.imgur.com/MoSdktB.png)  :c2: this is the animation when jump opposite side of you mouse

can fix this please?when you jump to opposite side of you mouse is he do this animation and really if you dont stop run to opposite side of you mouse and jumping he dont stop doing that animation and you see he walk whitout move the foots
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 09, 2014, 12:57:49 pm
I fixed that before release
it's probably an itemserver problem
Title: Re: Gang Garrison 2.7.2
Post by: .prime on April 09, 2014, 02:06:54 pm
I fixed that before release
it's probably an itemserver problem
it is
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 09, 2014, 05:05:18 pm
I fixed that before release
it's probably an itemserver problem
it is

Just like the disappearing heads

Also the error Wareya fixed I don't think applied to scout
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 09, 2014, 05:07:57 pm
yes its an itemserver thing, because- (i better keep my mouth shut or lorgan might come fix it again =/)
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 09, 2014, 05:34:37 pm
zaspai
scout has no special animations
at all
if it affected scout it would affect everything
ergo the problem I fixed affected every class
how about you don't make wild assumptions
Title: Re: Gang Garrison 2.7.2
Post by: Narudan(BRZ) on April 09, 2014, 05:38:58 pm
I fixed that before release
it's probably an itemserver problem
it is

Just like the disappearing heads

Also the error Wareya fixed I don't think applied to scout
wait you guys fixes the dont head error???? if fixes its still whit me i dont have head :/
Title: Re: Gang Garrison 2.7.2
Post by: ZaSpai on April 09, 2014, 05:47:22 pm
I fixed that before release
it's probably an itemserver problem
it is

Just like the disappearing heads

Also the error Wareya fixed I don't think applied to scout
wait you guys fixes the dont head error???? if fixes its still whit me i dont have head :/
The missing heads is itemserver related
And cool I'm not allowed to make assumptions
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 09, 2014, 06:12:50 pm
yo let's make an assumption and tell this guy who probably knows what he's talking about since he spent a week doing it that he was wrong
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 09, 2014, 07:34:22 pm
(http://imgs.xkcd.com/comics/when_you_assume.png)
Title: Re: Gang Garrison 2.7.2
Post by: bustatunez on April 09, 2014, 10:11:22 pm
the dont head error

The name he gave it made me laugh xD
Title: Re: Gang Garrison 2.7.2
Post by: Rumrusher on April 09, 2014, 11:16:51 pm
the dont head error

The name he gave it made me laugh xD
can we move this from Error to Feature?
year long Sans-Cranium Sans-Mount Calvary Mode
next we need is a plugin that spawns random heads of players to kick around.
Title: Re: Gang Garrison 2.7.2
Post by: notarctic on April 09, 2014, 11:23:31 pm
make a sprite mod to resprite the gibs to random heads
Title: Re: Gang Garrison 2.7.2
Post by: 2D on April 10, 2014, 07:44:35 am
It is an itemserver problem. When I jump on one of them, my character will 'stiff leg' or just jump but with a standing animation.
If you have an item equipped to anyone, the old walk animation plays and it flickers between items and headless. Even items that don't affect the head.
Title: Re: Gang Garrison 2.7.2
Post by: pach on April 10, 2014, 02:04:15 pm
Lookin good, guys.
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 10, 2014, 03:18:49 pm
Thanks, pach.
Title: Re: Gang Garrison 2.7.2
Post by: Slendy on April 19, 2014, 08:01:05 pm
Well lets wait for 7.2.3
Title: Re: Gang Garrison 2.7.2
Post by: .prime on April 19, 2014, 08:19:04 pm
Well lets wait for 7.2.3
for what
Title: Re: Gang Garrison 2.7.2
Post by: bustatunez on April 19, 2014, 08:20:32 pm
Well lets wait for 7.2.3
for what

for permanent bodyblocking
Title: Re: Gang Garrison 2.7.2
Post by: ajf on April 20, 2014, 05:55:33 am
7.2.3 is the next version of GG2. We're also renaming the game to "GG7"
Title: Re: Gang Garrison 2.7.2
Post by: Danikah on April 20, 2014, 12:48:35 pm
Well lets wait for 7.2.3
Obligatory joke referring to the release date of Half-Life 3 and how GG7 will coincide with that / precede that.
Title: about the name
Post by: aronhun on April 20, 2014, 01:22:06 pm
hmm... TF2 bcuz Team fortress was a Quake mod...
OMG! i got it... GG2 bcuz Gang Garrison must were a  Doom mod. :z9:
Title: Re: about the name
Post by: ajf on April 20, 2014, 01:22:58 pm
hmm... TF2 bcuz Team fortress was a Quake mod...
OMG! i got it... GG2 bcuz Gang Garrison must were a  Doom mod. :z9:
Stop making terrible off-topic posts.
Title: Re: about the name
Post by: aronhun on April 20, 2014, 01:27:39 pm
hmm... TF2 bcuz Team fortress was a Quake mod...
OMG! i got it... GG2 bcuz Gang Garrison must were a  Doom mod. :z9:
Stop making terrible off-topic posts.
What do you mean as terrible?
On "that" topic i just gave you an idea, and this wanted to be a bad joke...
Title: Re: Gang Garrison 2.7.2
Post by: Phantom Brave on April 22, 2014, 09:26:43 pm
So wait why is this locked again