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2.4.1 (http://www.ganggarrison.com/forums/index.php?topic=30754.0) | 2.4.2 | 2.4.3 (http://www.ganggarrison.com/forums/index.php?topic=32093.0) |
Changes:The reason I had it the original way is because the charge rate is not linear like it is in TF2, it is based on a square root function. The reason it's based on that is to give diminishing returns for people who camp and charge and give a slight edge to aggressive riflemen. It started "half-full" because it represented the damage it will do compared to a full charge, it just happened to start at 40 damage out of the max of 75.
- Updated sniper charge display to start empty instead of half-full
why isn't skele in themHe is in the Readme. I'm not sure whether we have any real policy of who gets to be in the Credits and who in the Readme...
like anyone cares but really why
is it normal that player momentum isn't added to bullets? also i needed to us a proxy to download the game cause i couldn't get higher than 18kb/s (and the lobby take 3 seconds to load)If you are referring to the Scattergun, the momentum is added, unless you are shooting up or down. I think that's an oversight in Wareya's new formula that controls the spread of the shots.
Yay, finally.Nowhere. It wasn't available in GG2 before, either.
Where is the £ in the sprite font?
Inertia is added in the same basic way as it was before - however, the formula was changed as to make the shots inherit the player's hspeed into their /global/ speed (based on how horizontally they're being shot), instead of just adding it to its hspeed directly. This has an intended effect of preventing the spread cone from being expanded while backpedaling, and preventing the spread cone from being compressed while ramboing or slingshotting. The only effect that players will notice is that. I tried testing it thoroughly before having medo put it in, so I know that the shot inertia itself should behave similar to before this change. The cone's angle is the main difference. The old inheritance was overpowered in the scout's hands because it allowed them to play one of the Rocketman's main roles too well (spam area denial) via "heckling".Well now Pyro fights all end in stalemates no matter the skill I guess
I prefer the new sniper charge meter: It makes more sense that the charge meter shows you your charge% and not your damage. Also it's that way in TF2!
damage indicators for projectile shotguns are extremely hard to make @ the existing one has its own serious bugsAlso wareyoo, update gem because I want my screen to tell me how much damage I'm makingGotta ask, why isn't that an option in vanilla, like in TF2?
pyro's getting nerfed next update because people are going to get to whine about all the nerfs together~~~
I don't see how moving the 40 damage mark from half way to the beginning means you suddenly need to do square root functions.I prefer the new sniper charge meter: It makes more sense that the charge meter shows you your charge% and not your damage. Also it's that way in TF2!
TF2's damage is linear with a base of 50 and a max of 150, a percent difference makes perfect sense because the change in damage is of a 1:1 ratio.
GG2's damage is non-linear with a base of 40 and a max of 75. Have fun doing a square root function in your head to properly estimate how much damage you're actually doing.
everythingdo you mean everything or everything you care about?
Where is the font handled now?Close to the end of game_init.
Is it normal that the progressbar on the connecting screen never fills?If you mean that the bar is empty and then you are in the game immediately, then yes, that is normal. I suppose it could be changed to react to things like "connection made, waiting for server" etc., but I don't think it's worth the effort. As it is, the progress bar is only really used when downloading a map from the server.
Hrm, I keep getting the "Failed to initiate drawing surfaces" thing on startup. Either that, or the GangGarrison.exe process starts up but nothing shows up on my screen.You need a better computer, or you're starting too many gg2s at once.
Guess no more gg2 for me =/
What's with the stutter whenever somebody rocket-jumps/sticky-jumps/gets boosted up by a rocket or sticky? It happens on lagless servers for me only when somebody does one of those things. And I doubt it's my connection, because Heenok told me he gets it even on his own server, and I didn't stutter at all whenever I rj'd/sj'd in Boner's Server just hours prior to the update coming out, then suddenly I got that annoying stutter whenever I did those when I played in that server after the update came out.I was about to say the same thing. I thought it was only me.
>CrouchingIt was a Feature Request for quite a while, with a poll. Can't find the thread again, but it was like 42 pro, 1 against. It's a bit late now (besides the fact that it's a visual thing).
No way, that's ruining the game.
I know, I know... But it makes lag. What the heck?What? No it doesn't. Where does that come from?
>ScatterGunThat was the goal. The scattergun is not supposed to be good at long-range.
It needs to change again. If you shoot in long-range, it makes 8-24dmg per bullet.
>CreditsI sort of agree, the credits are pretty outdated now.
I tought, it won't be a problem for these guys. But I think, there should more guys name in Credits.
we should just pipe the readme credits into the credits page instead of having them separateGood idea.
The head isn't normally part of the hitbox, so I believe the crouching sprite makes it so the head is just inside the hitbox.I'm pretty sure I unknowingly tested this theory. Earlier in a pug, I shot at a heavy's head as sniper, and it shot over. Trog is probably correct.
I know, I know... But it makes lag. What the heck?I think that's just you connection, Mr. Tea N' Crumpets.
The head isn't normally part of the hitbox, so I believe the crouching sprite makes it so the head is just inside the hitbox.I'm pretty sure I unknowingly tested this theory. Earlier in a pug, I shot at a heavy's head as sniper, and it shot over. Trog is probably correct.