The Gang Garrison 2 Forum
Gang Garrison Discussion => Announcements => Topic started by: MedO on October 09, 2011, 04:18:21 pm
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After a long time, we are finally nearing a big release again and we need your help to make sure it is as good as we can make it! Please download this beta version, test it, and report all issues you find at Launchpad (https://bugs.launchpad.net/gg2/+filebug).
Download here (http://www.ganggarrison.com/filehost/Gang Garrison 2 v2.4b4.zip)
You can find a complete change history here (https://github.com/Medo42/Gang-Garrison-2/compare/V2.3.7...V2.4b3), but that is probably a good deal *too* complete :)
Since the full changelog would be too large, here are just some of the most important points. We will work out a more comprehensive changelog until release.
- New game mode: Dual King of the Hill (DKotH)
- Two teams, two CPs, one landgrab
- Two built-in maps: dkoth_atalia and dkoth_sixties
- Garrison Builder support not done yet
- New Lobby system
- The lobby now shows all GG2-related game and mod servers.
- Incompatible servers are greyed out.
- Mods can show a custom game name, version and URL.
- Direct map downloading
- Custom maps are now downloaded directly from the game server
- No more need for image hosters and locator files
- New Screenshot mechanism
- Use either F6 or F9
- Screenshots are now saved in a "Screenshots" subdirectory and timestamped
- Revamped Generator game mode
- Among other things, the generator has a regenerating shield now, so that coordinated attacks are rewarded over rushing forward on your own.
Apart from the big features, we have also added new menu music (thanks Elkondo!) and as usual fixed a ton of bugs and changed a lot of balance. One bug that might be of particular interest is https://bugs.launchpad.net/bugs/799141 (https://bugs.launchpad.net/bugs/799141), which caused some servers to stop accepting new players after a while and vanish from the lobby.
Map makers should note that forward spawning now works in KotH and DKotH, and Setup Gates have been made compatible with Arena, KotH and DKotH as well. Additionally, there are now one-way doors (leftdoor and rightdoor) which only allow passage in one direction. They block projectiles in any direction though, like a bullet wall. Garrison Builder does not support the new features yet.
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At first I thought the first thread was the real thing :drool:
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Sweet babies, yes.
Again.
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Never again Medo, never again.
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If you guys want to flex your creative muscles, we're considering having a more inventive name than "2.4 Update."
Try to focus on some of the things that players both old and new will notice right away and understand. The GG2-exclusive game modes and the mods lobby are both rather noticeable even to a new player. Direct map downloading, while important, isn't that visible unless you hosted a server prior to the update. The "Classy Update" from April was named as such because it enhanced HUD (classy) and it parodied the "Classless Update" that introduced KotH to TF2.
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I'm hosting a server for those who want to join in and try the new things out. I'll try and keep it up 24/7 if it's possible.
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Haxxy death sprite removed?
oh well.
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My god, I haven't been here in forever. Gonna try this out posthaste...
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I've got two people in the server with me right now; join in if you want.
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0_o I didn't know you (timohtep) were a forumgoer.
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Took a screenie with f9
an error came up, something about the timestamp :\
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Are there any significant nerfs/buffs?
All I could tell is that flare is faster and I think lasts a bit longer :v
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-airblast is faster
-flare gun does more damage and travels straight rather than in an arc
-I think fire was buffed in general
-flamethrower ammo was overhauled, buffs and nerfs in different areas
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If you guys want to flex your creative muscles, we're considering having a more inventive name than "2.4 Update."
Try to focus on some of the things that players both old and new will notice right away and understand. The GG2-exclusive game modes and the mods lobby are both rather noticeable even to a new player. Direct map downloading, while important, isn't that visible unless you hosted a server prior to the update. The "Classy Update" from April was named as such because it enhanced HUD (classy) and it parodied the "Classless Update" that introduced KotH to TF2.
Perhaps we could call the update the "Paramount Patch" instead of the "Uber Update." I don't know if it makes sense based on the content of that update and that of this one correspond with each other, though. Mostly it just sounds kind of cool.
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THE FLARES
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The we did this before tf2 update : Pyro
granted this wouldn't work because it's nothing new really
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THE FLARES
^This.
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medic heal was nerfed, I can feel it :cry:
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The heal ramp was changed, it now ramps up after the target avoids damage for a while instead of below half HP
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That match on dustbowl was probably the most funnest match I have ever had.
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Dustbowl was ridiculous, lol. We stalled the final point for a full minute with the whole respawning shit.
Also, slopes aren't fixed, whoever said so was a fucking liar.
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The heal ramp was changed, it now ramps up after the target avoids damage for a while instead of below half HP
That makes medic less useful on the front lines :z7:
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I think it was necessary. Medic was pretty dominant in arena particularly.
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Custom maps are now downloaded directly from the game server
Oh my gosh. Awesome.
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I really like the new flare.
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So there's a special server for beta? I've never beta tested anything so I wouldn't know..
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So there's a special server for beta? I've never beta tested anything so I wouldn't know..
There's no "special server", it's just like normal GG2, someone has to host.
Right now Blue Warrior has a server up, but others are open to host if they see fit.
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Oh I think I get it now. its like an entirely different game becuase you need to host a new one even if you have a server up already on older versions
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I spent my whole day waiting for you to "fix the link" but right as I gave up and logged off my computer
you post it
:drool:
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Hmm. On giving up ammo usage for pyro, you make the flare op. I guess I'm ok with this. The humiliation sprites are pretty coo' too. The healing nerf is a bit annoying, but I can live with it. For some reason though, I think the scout had a bit of a damage plus? Either that or the medic's passive healing has been nerfed.
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I think the humiliated pyro didn't have arms..
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10/10 would update again.
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0_o I didn't know you (timohtep) were a forumgoer.
Why, because I was doing so terribly in-game? >_>
I haven't played in forever, lopl
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Again, congrats Ozoh on making an official :z6:
Anyway, this update looks great, now that more people have the beta instead of the few beta testers who come to test sessions, probably gonna host later
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Again, congrats Ozoh on making an official :z6:
I personally checked it and I was like "how did I create so bad map"
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okay, conslusions after playing for a while with yuko and raivo:
Holy jezus the pyro got buffed so much o: . He's borderline OP now, but meh, let it stay this way unless it gets out of hand. Pyro is actually useful now and fun to play.
Healing ramp: oh god wat is this. Healing someone you pocket is slow as hell now, and healing someone who was away from your screen for a few seconds is done at the speed of light. Medics can now just run away from their team for a while and then come back to heal everyone with an incredible healing rate. Also, 4 vs 4 is messed up now since you basically see your entire team the whole time, healing will be slow as hell now. :drool:
Whats up with gen_destroy? Did it really get one way doors or is this some sort of bug? If it's an actual one way door, cool.
Dkoth is awesome. that is all.
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I'll be waiting in the bro lounge for when shit (re: pyro) hits the fan (re: gets an endless wave of buffs and nerfs like quote)
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Healing ramp: oh god wat is this. Healing someone you pocket is slow as hell now, and healing someone who was away from your screen for a few seconds is done at the speed of light. Medics can now just run away from their team for a while and then come back to heal everyone with an incredible healing rate. Also, 4 vs 4 is messed up now since you basically see your entire team the whole time, healing will be slow as hell now. :drool:
That's not how the ramp works, it's based on the time since the person you are healing last took damage.
Whats up with gen_destroy? Did it really get one way doors or is this some sort of bug? If it's an actual one way door, cool.
IIRC, Psycho added one-way doors there.
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I have to admit, hearing the "Meet the Medic" tracks ingame is pretty badass. Another thanks to Elkondo!
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Honestly, I think the beta firebug should be left the way it is now. He doesn't seem to hinder class balance much outside of rocketman, and runner/firebug seems to be about even now. The buffs made the class a lot more fun to play as, so hopefully we'll see more of the class to spruce up 4v4.
Call this update the "Firebug Update" :V
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no
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Why not just the dkoth update? it's basically a new game mode right?
also, is it dual or double
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dual
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I tried a firebug vs firebug game in arena, and it goes on and on forever.
We just kept reflecting our flares back until he made a mistake and I killed him with two flares.
Expect coming waves of nerf ideas.
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flare
reflect + additional flare
reflect + additional flare
After a few turns, shit gets real.
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Healer didn't get nerfed too hard did he?
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flare
reflect + additional flare
reflect + additional flare
After a few turns, shit gets real.
Me and Vein did this a while ago and it was hardcore at 10 flares.
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classy update brought koth, this update has double koth so its classier?
still.
edt- realised people might not realise, that i mean that the update should be called imo: Classier update
Too similar to a previous update name. Plus it sounds really uncreative and lame to just do "previous update name + 1"
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I vote we call it "The Update that brought DKoTH and made Pyro too easy to play"
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I vote we call it "The Update that brought DKoTH and made Pyro too easy to play"
We can still beta test the new firebug and remove the things we don't like about it.
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We can still beta test the new firebug and remove the things we don't like about it.
Except that in the time period that the balance changes were made, the beta testers didn't give me very much feedback aside from reporting 1 bug; and that bug was only caused by a forgotten bit of code and was swiftly fixed. If you don't speak up, it's assumed that nothing is wrong. Oh, and I guess you guys did a little whining about how I made it so losers couldn't taunt -- how productive.
Unless the "Beta testers" can prove their worth to me, I'd rather get my results from random strangers who have interest in providing feedback ::)
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MedO, could yo provide mirrors in different regions of the world,next time? Like upload stuff to mediafire in the US? I have 20 Mb/s bandwidth, but it's only downloading at 86 KB/s.
okay one of the transcontinental fiber optic cables must be down, or overloaded because now I'm getting a horrible connection speed to germany
yay it's done downloading, I hope someone's hosting
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I apologize if someone already said this, because the search function told me it wasn't mentioned.
Does the flare still curve downwards? I used it and it seems it didn't curve as much as it did previously. Or is this just because of the speed buff to the flare?
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MOD LOBBY?
MOD LOBBY!
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someone join blue server so I can actually test :drool:
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someone join blue server so I can actually test :drool:
I'm in. More people come!
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blue y u no host dkoth only
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I must learn how to git merge
also fix the read me
Meet The Rocketman:
Strong yet graceful, he can
launch himself skyward with his
rockets as well as do damage!
Hit Points: 175
Weapon: Rocket Launcher
Special abilities:
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I apologize if someone already said this, because the search function told me it wasn't mentioned.
Does the flare still curve downwards? I used it and it seems it didn't curve as much as it did previously. Or is this just because of the speed buff to the flare?
it doesn't curve
And to be fair I did bring up the airblast consumption problem due to the reload buffer. Hopefully the PUG will look at the heal rate as well.
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We can still beta test the new firebug and remove the things we don't like about it.
Except that in the time period that the balance changes were made, the beta testers didn't give me very much feedback aside from reporting 1 bug; and that bug was only caused by a forgotten bit of code and was swiftly fixed. If you don't speak up, it's assumed that nothing is wrong. Oh, and I guess you guys did a little whining about how I made it so losers couldn't taunt -- how productive.
Unless the "Beta testers" can prove their worth to me, I'd rather get my results from random strangers who have interest in providing feedback ::)
Which is kind of funny, since I asked one of the managers if I could be a beta tester and he said there wasn't much going on.
Then I convinced him to make me one like a week later and I got too busy to give any feedback, and there were CLEARLY betas being tested :drool:
blue y u no host dkoth only
Ask and ye shall receive.
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Downloading. I might even start developing for GG2 again, who knows.
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New flares = Flare tennis :hehe:
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I haven't been following mainline GG2 development in a long time.
What exactly is the mod lobby, and more importantly, what do I have to do on my end to make sure my mod is compatible? Thanks in advance.
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I haven't been following mainline GG2 development in a long time.
What exactly is the mod lobby, and more importantly, what do I have to do on my end to make sure my mod is compatible? Thanks in advance.
The mod lobby is a new protocol for sending things to the lobby and receiving data from there. The old one only had one fixed "name" field where all information had to be squeezed, the new one can be used to store basically any kind of extra data for the server (arbitrary fields). A few of those fields are standardized, e.g. "name" for the server name, "map" for the current map or "game" for the name of the game/mod.
The other difference is that incompatible games are now shown in the lobby list too. This way you can see when modded games are running, and the extra information helps you to find out which mod they use and where to get it.
Servers connecting with the old protocol still work, and the lobby tries to extract map name and player numbers from the server name.
Look at the current lobby registration code (https://github.com/Medo42/Gang-Garrison-2/blob/master/Source/gg2/Scripts/GameServer/sendLobbyRegistration.gml) to see how a registration is sent. You should be able to get the right idea from there, but just to be thorough, here's the protocol spec I wrote:
All multibyte values are big-endian. All strings are UTF-8.
+ 0 Registration protocol (UUID = b5dae2e8-424f-9ed0-0fcb-8c21c7ca1352)
Everything below here is only valid for this registration protocol ID
+ 16 Server ID (UUID)
A unique identification for this server. This will be used later to allow servers to register
alternative endpoints (probably only used for IPv6 endpoints). This means the ID does not need
to be persistent between server restarts, and can be generated at startup.
+ 32 Lobby ID (UUID = 1ccf16b1-436d-856f-504d-cc1af306aaa7 for GG2 and its mods)
This defines a kind of "community scope" of related games/mods
+ 48 Transport protocol (0=TCP, 1=UDP, needs to be 0 for now, other values are reserved)
+ 49 Port number (uint16)
If the transport protocol is TCP (the only option for now), this needs to be an open TCP port
reachable from the lobby. You cannot run multiple servers on the same port. If the lobby
receives a registration with the same IP, port and transport protocol as an existing server,
the existing entry will be replaced.
The port must not be 0 in TCP or UDP, since this is not a valid port number.
+ 51 Number of total player slots (uint16)
How many actual players (not bots) can be in the game?
+ 53 Number of occupied player slots (uint16)
How many actual players are in the game?
+ 55 Number of AI players (uint16)
Note that bots+players can be greater than player slot count. If you want a fixed number
of bots as well as a fixed maximum number of players per team, subtract the bot slots
from the player slots.
+ 57 Flags (uint16)
- :0 Password protected
- rest reserved
+ 59 Number of entries in key/value table (uint16)
+ 61 key/value table
Each entry consists of:
+ 0 key length (bytes) (uint8)
+ 1 key
+ n value length (bytes) (uint16)
+ n+2 value
There is a distinction between "specified" keys and "extension" keys. Specified keys have a
fixed meaning, which allows them to be used for collecting statistic information or generic server
browsers. Extension keys always start with "x-" to mark them as extension, e.g. "x-respawntime". Their
meaning is not specified and any game can define its own extension keys. The prefix is supposed to
prevent name clashes with new keys specified in the future.
It is mandatory to provide a server name, all other keys are optional.
The following specified keys exist:
protocol_id: A binary 16-byte UUID which can be used by clients to determine whether the server is
compatible and can be joined. This might be replaced with a more sophisticated system
later, since compatibility is sometimes one-way.
name: The server's plaintext identification (e.g. "Bacon Town 24/7").
game: The name of the game or mod this server is running. E.g. "Vindicator's Server Mod"
game_short: Abbreviated version of "game", for display in small space. E.g. "vinmod" or "gg2".
Should only be provided if "game" is present too. Can be left out if "game" is short
already.
game_ver: Short version string for the game, e.g. "v2.3.7b2"
game_url: URL with information about the game/mod
map: The map currently running on the server.
You need to send this to the Lobby at port 29944 as a UDP packet. Servers are dropped from the list after 70 seconds, so gg2 sends registration packets every 30 seconds to be on the safe side.
To query the current list, you connect to the lobby at TCP port 29944 and follow this protocol (quite similar to the registration one, so a bit condensed):
Client request:
+ 0 Requested list protocol (UUID = 297d0df4-430c-bf61-640a-640897eaef57)
Everything below here is only valid for this list protocol ID
+ 16 Requested lobby (UUID = 1ccf16b1-436d-856f-504d-cc1af306aaa7 for GG2 and its mods)
Lobby reply:
+ 0 Server count (uint32_t)
+ 4 Server list
For each server:
+ 0 Server data block length excluding this field (uint32)
+ 4 Transport protocol (0=TCP, 1=UDP, always 0 for now)
+ 5 IPv4 endpoint port number (uint16, 0 if no IPv4 endpoint known)
+ 7 IPv4 address (4 bytes, ignore if port is 0)
+ 11 IPv6 endpoint port number (uint16, 0 if no IPv6 endpoint known)
+ 13 IPv6 address (16 bytes, ignore if port is 0)
+ 29 Number of total player slots (uint16)
+ 31 Number of occupied player slots (uint16)
+ 33 Number of AI players (uint16)
+ 35 Flags (uint16)
- 31:0 Password protected
- rest reserved, ignore for now
+ 37 key/value table
Each entry consists of:
+ 0 key length (bytes) (uint8_t)
+ 1 key
+ n value length (bytes) (uint16_t)
+ n+2 value
I hope you can make any sense from that :)
Btw, even though it says that strings are UTF-8, Gang Garrison currently uses the local Windows encoding, so best not use any exotic characters.
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Btw, even though it says that strings are UTF-8, Gang Garrison currently uses the local Windows encoding, so best not use any exotic characters.
There's a much simpler reason why not:
The font doesn't support anything other than ASCII
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I haven't been following mainline GG2 development in a long time.
What exactly is the mod lobby, and more importantly, what do I have to do on my end to make sure my mod is compatible? Thanks in advance.
Mod Lobby makes mods show up in the lobby. You just can't click 'em without the mod.
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Wherewolf is hosting the beta, join for bess times.
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so far:
I'd really like flare to curve again. Taking advantage of terrain fit well into pyro's play style, added skill indexing, and stopped it from being accurate at longish range where it really doesn't need to be. Now it feels too close to aiming rockets.
Medic heal ramp seems good. I'd kind of like to see the heal rate ramp up a bit faster since right now you don't really have to pressure very hard to keep it down. Also maybe a boost to the very highest level? What are the current heal/sec and when do they come in at?
el: what is bubble on gen
trog: its a shield
el: looks more like quote and curly got bored
woof: get the top line on the HUD to be different color and smaller
also stretch the HUD sprite so the bars aren't falling off
stuff about maps:
[7:48:28 PM] Wherewolf: [6:57 PM] Trog dor:
<<< sixties is by ozoh
the canyon fortress guy
its full of stupid jumps and cramped hallways
you feel like an ant in an ant hill >>>
good way to put it
[7:28:40 PM] Wherewolf: middle can really be locked down so easily
[7:28:42 PM] Wherewolf: sniper top
[7:28:45 PM] Wherewolf: engi beside
[7:28:48 PM] Wherewolf: rocket in room
[7:28:53 PM] Wherewolf: no movement ever
[7:29:07 PM] trogogogogogogogogogogogogogo: yep
[7:29:07 PM] Wherewolf: very easy to maintain ground while assaulting 60s
Trog dor: god i hate fighting in atalia base (as medic)
[7:20 PM] Wherewolf: that one way wall is hard to notice(destroy)
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atalia and 60s both become really hard to defend after the opposing teams takes control of the middle and onwards. atalia mostly because it has only 1 open side. 60s because its a bit cramped
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Also, is it just me or is the Minigun/Flame Thrower, etc. reloading slightly faster than usual? :z9: It also seems it drains faster too...
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I played deco and once I spawned I couldn't move at all. the sprite just kept jumping and slightly moving around.
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that happens then the host encounters a glitch and isn't there to ignore the leetle babby window that comes up.
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Sweeet! I'm going to try it by tomorrow.
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Alright, found the heal ramp code:
https://github.com/Medo42/Gang-Garrison-2/blob/5e4ca2cbd3533a0d012bb04252872aa32469df2c/Source/gg2/Scripts/calculateHealingFactor.gml
Not sure what return means, but I'm going to take a guess and say that's how much hp it gives every 2 frames? Which means for the first 4 seconds you get healed at 15hp/s, then over 3 seconds it ramps up to 45hp/s.
hrm, I guess I'd like the first threshold to decrease to 3 seconds then.
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I'm guessing that the heal ramp is for continuous healing. If that is true, then you really need to stay close to your medibuddy now, because cutting the beam via crate would make you lose progress
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//argument0: time since the healtarget has taken damage
are you dum, I just linked it.
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On my phone, cant read documents.
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It's a website not a document. I'm on my iPod and reading it :drool:
whatever
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Alright, found the heal ramp code:
https://github.com/Medo42/Gang-Garrison-2/blob/5e4ca2cbd3533a0d012bb04252872aa32469df2c/Source/gg2/Scripts/calculateHealingFactor.gml
Not sure what return means, but I'm going to take a guess and say that's how much hp it gives every 2 frames? Which means for the first 4 seconds you get healed at 15hp/s, then over 3 seconds it ramps up to 45hp/s.
hrm, I guess I'd like the first threshold to decrease to 3 seconds then.
it's returned and then divided by two in this code (healAmount is initialized to 0.5) per frame
healthGained = healAmount * calculateHealingFactor(healTarget.object.timeUnscathed);
but yes that's the basic gist, 15hp/s ramping to 45hp/s
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I'm assuming 30 hp/s is current constant rate? fv:
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Actually, IIUC, 2.3 shifts between two values depending on whether the patient is under or over 50% HP. I'm not sure what they are, but basically healing injured people heals them faster than people at near full health. Obviously the two values aren't as drastic as the beta build's, of course.
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Yeah, forgot about that
I feel the beta medic acts now more like a dispenser than a conventional tf2 medic; The faster healing when a patient has not taken damage recently would encourage a medic to stand behind the team, and wait for them to come back to them for health so as to have a better healing rate than being constantly healing newly wounded patients.
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Gang Garrison 2 v.2.4: Now with 20% more flare tennis!
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Yeah, forgot about that
I feel the beta medic acts now more like a dispenser than a conventional tf2 medic; The faster healing when a patient has not taken damage recently would encourage a medic to stand behind the team, and wait for them to come back to them for health so as to have a better healing rate than being constantly healing newly wounded patients.
TF2 medic functions exactly the same way, you dingus.
Anyway, as far as names are concerned, I'm liking the idea of having a word that starts with "mod" or "mode" since most of you are too uncreative to think of something witty and not already done. I looked at a list of words that started with those and I'm liking "Modern" and "Modest" the most, they don't have to be single-words, it could be conjoined ("Not-Quite-Modern" for instance).
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Yeah, forgot about that
I feel the beta medic acts now more like a dispenser than a conventional tf2 medic; The faster healing when a patient has not taken damage recently would encourage a medic to stand behind the team, and wait for them to come back to them for health so as to have a better healing rate than being constantly healing newly wounded patients.
TF2 medic functions exactly the same way, you dingus.
Anyway, as far as names are concerned, I'm liking the idea of having a word that starts with "mod" or "mode" since most of you are too uncreative to think of something witty and not already done. I looked at a list of words that started with those and I'm liking "Modern" and "Modest" the most, they don't have to be single-words, it could be conjoined ("Not-Quite-Modern" for instance).
hmm the more you know
Maybe its just how accustomed I have gotten to the near constant heal rate that I am weary of change
I want to try this out in a competitive environment
mostly because gg2 is super serious and should cater only to serious players like myself ;)
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Hosting; should be able to leave it up pretty much all the time.
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Epic flare tennis was epic, right Footpop?
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Gah, Transition from 3D to 2D is hard. (tl;dr I rock at TF2, but suck at GG2)
Also fucking riflemen...
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i suck at tf2.
im loving the beta. although all the humiliation sprites look weird..
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atalia and 60s both become really hard to defend after the opposing teams takes control of the middle and onwards
That's how DKotH maps should be...
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Yeah, forgot about that
I feel the beta medic acts now more like a dispenser than a conventional tf2 medic; The faster healing when a patient has not taken damage recently would encourage a medic to stand behind the team, and wait for them to come back to them for health so as to have a better healing rate than being constantly healing newly wounded patients.
TF2 medic functions exactly the same way, you dingus.
Anyway, as far as names are concerned, I'm liking the idea of having a word that starts with "mod" or "mode" since most of you are too uncreative to think of something witty and not already done. I looked at a list of words that started with those and I'm liking "Modern" and "Modest" the most, they don't have to be single-words, it could be conjoined ("Not-Quite-Modern" for instance).
hmm the more you know
Maybe its just how accustomed I have gotten to the near constant heal rate that I am weary of change
I want to try this out in a competitive environment
mostly because gg2 is super serious and should cater only to serious players like myself ;)
then play in the pug
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Haxxy is gone.
Me sad.
:cry:
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also the old heal rates were 15hp/s and 30hp/s.
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also the old heal rates were 15hp/s and 30hp/s.
is the latter for über or wat
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Haxxy is gone.
Me sad.
:cry:
:z7:
also the old heal rates were 15hp/s and 30hp/s.
is the latter for über or wat
it's double heal rate when some one's hp is under half or during setup.
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I actually really like 60's so far
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I actually really like 60's so far
i find the climbing up annoying, but its an okay map in my opinion.
It's fucking cramped if you ask me.
But it's okay if you like it.
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The issue with the old, really cut off ramp was that medibuddies literally wouldn't die to those with low rate of fire, and it was really tbh unfair that that the medic can literally sit in the front lines and there's no incentive to get down and cover after being under siege
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Isn't anything to worry about, but on valley, the very left side of the spawn on red doesn't have respawn entities (or, at least, when I'm hugging the wall, I won't respawn.).
Same with blue but on the right side.
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For the heal ramp i'd suggest a change to something like this:
{
//argument0: time since the healtarget has taken damage
var time, firstThreshold, secondThreshold, lastThreshold;
time = argument0;
firstThreshold = 1 * 30;
secondThreshold = 3 * 30;
lastThreshold = 7 * 30;
if (time < firstThreshold) return 1;
else if (time > lastThreshold) return 3;
else if (time > secondThreshold) return 5/3;
else return ((time-firstThreshold)* (5/3-1) / (secondThreshold-firstThreshold)) + 1;
}
Current: 15hp/s for 4 seconds, heal rate increases by 10hp/s every sec over 3 seconds, 45hp/s
This: 15hp/s for 1 second, heal rate increases by 5hp/s every sec over 2 seconds, 25hp/s for 4 seconds, 45hp/s.
Basically instead of waiting for a long time then getting a really fast and high ramp up, you get a decently fast and high ramp up very quickly. A 4 second wait time is too long for heals to only start increasing, but you don't need 45hp/s heals either. This compliments gg2's fast pace by ramping up quickly during short breaks, and rewarding constant pressure. One second is a long enough interval for every class to attack except sniper, but really being a fraction of a second late will be hardly noticeable.
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The new flare sprite is pretty. Also, whose idea was the infiltrator's midair stab sprite? It's a really nice touch.
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That would be my handiwork.
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Wow, dkoth is pretty intense.
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Psychopath: I had a look at the changes in generator mode; the way the force field worked seemed strange to me, but I'm not sure if it's intentional. Could you give every detail you can about how it's supposed to work (or link to a post where you've already done this)?
As far as cosmetic aspects go, the border on the generator status HUD needs to be enlarged so that both bars are inside it.
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forgot to make the hud bigger like phycho asked :<
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is dkoth supposed to last 2 hours
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okay so after playing in the pug:
1. The heal ramp is dicks. Even in 4v4 with the least amount of spam, you hardly ever get out of "in battle" heals because just one bullet resets it, and you really can't spend 10 seconds hiding behind 2 boxes (one isn't enough) every time you want to get healed up, the game is way too fast paced for that. Medic is very frustrating to play, and it's basically boiled down to choosing one player you want to heal and letting the others just use the medcab if he's not at full. Still think this (http://www.ganggarrison.com/forums/index.php?topic=30351.msg980574#msg980574) would work a lot better.
2. dkoth goes on forever. I swear there was a stalemate timer or something, but we played a match that lasted like half an hour since both sides couldn't cap.
3. Heavy has no cooldown when he hits 0 ammo anymore so he does this weird spitting thing where he reloads one bullet then shoots, reloads, etc.
4. Change the flare trajectory back, straight flares just don't really work.
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Don't forget to fix the bug that makes the screenshot function crash everything.
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By the way, I finally got around to building a status page for the new python-based lobby. It doesn't have any neat graphs yet like the Java one did, but maybe when I feel bored some day...
http://www.ganggarrison.com/lobby/status (http://www.ganggarrison.com/lobby/status)
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Oh and a bug I found:
My team lost a round and when it went to humiliation, I was Rifleman and the humiliation animation was only doing the 3rd 4th and 5th frames of the full animation (the ones where he's holding his hat). I think I was scoped while the round ended
also: in another round, I was on the losing team as Healer and my gun was still on my sprite during humiliation
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I don't belivie im a beta tester,so,why i can see this thread?
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This thread is public
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It's a public beta.
ffuuu
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Well,*Facepalm*
Allright.So huh,i guess ill take a shoot.
And actually read the frist post.
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That would be my handiwork.
it was my leg
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why there is a gap in in-game-pause-menu?
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why there is a gap in in-game-pause-menu?
To prevent accidental disconnects and stuff
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it's kinda ugly,we should put there something like:mute or screenshot-mode or maybe open up a server-message-sender which hosts use to send messages like:"server will close in the next 5 seconds"
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so can I delete all my locators then
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so can I delete all my locators then
The update hasn't gone live yet.
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if anything, put an in-game Help between Options and Disconnect. It can have the same information as the readme, and maybe a small blurb about the current gametype you're in.
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That's a good idea.
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Useful if you need to know why the timer in dkoth isn't ticking down.
Good idea. :yaymoney:
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The haxxy rewards will be reinstated due to popular demand.
Adding new features like ingame help won't happen during the beta phase though, so please focus on bugs and balancing for now.
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does anyone want me to host this
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So will the reward stay exactly the same, no matter what the year won (assuming next year has a Haxxy)?
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Playing on Ultros' right now.
Anyone want to come?
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I have an idea for the dkoth since it goes on for so long. This might sound stupid, but just an idea maybe someone can add to this and make it a better one.
My idea of making dkoth shorter. Extend the dkoth time to capture 10 minutes for each team, but the timer keeps going down even though you don't have the enemys point. But when you do have it, the time goes 2 or 3 times faster so yeah.
Or just make the dkoth timer shorter, derp.
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Legacy Gang Garrison 2 version or mod
why does it have this, when Mew's says "OHU Mewmod"?
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Legacy Gang Garrison 2 version or mod
why does it have this, when Mew's says "OHU Mewmod"?
The new lobby code tries to figure out some of the server information for "legacy" game servers from the name, e.g. player count and current map. I updated that to understand a suffix of the form " - <modname>" after the player count now, since some mods are using that format, e.g. "[ctf_truefort] My Server [10/20] - OHU".
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i think Craz has a point. dkoth _atalia particularly takes a long time. At least make some kind of stalemate as to end the round.
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It does stalemate :I
I've already fixed it, stop complaining about it.
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Make capping the point in your own base take longer and revert to the enemy's full control slightly faster
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Say, when is this going public? In a few days? Week?
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Release is Sunday in a week (i.e. the 23rd)
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Just noticed that if the infiltrator stabs while on the very edge of a platform (like, a pixel or two shy of falling off the edge) and facing onto the platform, it uses the midair stab animation.
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Is the heal ramp going to be changed?
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I hope so, i don't like it in it's current state
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^Agreed.
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does anyone want me to host now
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I wanted to steal the timestamp code (ror) and i noticed this:
{
var currentDate, timestamp;
currentDate = date_current_datetime();
timestamp = string(date_get_year(currentDate));
if (date_get_month(currentDate) < 10) { timestamp = timestamp + "0"; }
timestamp = timestamp + string(date_get_month(currentDate));
if (date_get_day(currentDate) < 10) { timestamp = timestamp + "0"; }
timestamp = timestamp + string(date_get_day(currentDate));
if (date_get_hour(currentDate) < 10) { timestamp = timestamp + "0"; }
timestamp = timestamp + string(date_get_hour(currentDate));
if (date_get_minute(currentDate) < 10) { timestamp = timestamp + "0"; }
timestamp = timestamp + string(date_get_minute(currentDate));
if (date_get_second(currentDate) < 10) { timestamp = timestamp = "0"; }
timestamp = timestamp + string(date_get_second(currentDate));
while (file_exists("Screenshots/" + timestamp + ".png")) {
timestamp = timestamp + "0";
}
screen_save("Screenshots/" + timestamp + ".png");
}
The '=' should be a '+', no?
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Yes.
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The '=' should be a '+', no?
I guess that's why I already fixed it yesterday (https://github.com/Medo42/Gang-Garrison-2/commit/7a8bcdea0f742e8efa2d4fbc34fc10c42ef6ecb0) :hehe16:
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The generator shield's regeneration behavior seems wrong, though I can't be certain without an explanation of exactly how it's intended to work.
If you take down the shield from full strength, it stays down for a little while before regenerating. However, if you take it down while it's regenerating from having been already taken down, it keeps regenerating, making it impossible to keep it down unless you let it fully regenerate first.
I haven't seen how it plays out in an actual game, but I'm also concerned that by making the shield reduce damage rather than completely stop it, you're not fully solving the problem the shield was meant to solve (that of making a team that's behind able to rally and pull ahead). With it like this, a team is still screwed if they just barely stop an assault that leaves their generator with almost no health left; they're at the mercy of any lone infiltrator who can finish it by popping a couple bullets into it before the team can possibly react.
EDIT: Had this pop up on my server several times in succession when I'd destroyed the Blu generator with almost no time left:
ERROR in
action number 1
of Step Event
for object GeneratorHUD:
Error in code at line 20:
if (redStage > blueStage && GeneratorRed.alarm[0] > -1) { overtime = true; exit; }
^
at position 21: Unknown variable blueStage
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Since no one mentioned, I'd like to point out how, now, the flareblast is in every which way superior to the airblast. I was going to make a similar rant before I found about the flare buff even, but decided against it since: a, (I thought) flare blast took more ammo than airblast and b, Because the flare had a curve, so you HAD to choose between the flare or reflected rocket to use(unless you were next to the soldier). If people like the straight path of the flare and decide on it, than the flare should get the nerf of either using up more ammo or no airblast when flares are shot. Besides from that I agree with Trog on that the curve of the flare made for a higher skill ceiling(and shooting flares from behind crates :z5:). The curve can also counteract the issue I mentioned above. Things ,like the straight path, make classes easier, not better.
My understanding was that the pyro was not suppose to mindlessly go for enemies but instead let them come to you(defense- area denial), attack when you have support/enemy is distracted, or prevent rockets from hitting your team/ slowing down a solider. This made him a great defense/supportive class. This version is trying to make him better at longer ranges/ offensive play. I really don't like that too much.
That's what I thought of at first try(didn't play a game yet, though).
Something I noticed while experimenting with heal speeds was that the actual beam is not directly coming out of the tip of the medigun(attachment).
Instead of straight up naming screen shots like: '20111015124327', change it to '2011-10-15(12;43;27)', or even with units '2011y-10m-15d(12hr;43min;27sec)'(I added y,m,d because not everyone shares the order; month and day can be interpreted wrong). It could be an in-game option where 1=current, 2=with -/:, 3=with units.
One of the things I was hoping to have been changed was that in class selection screen, next to each class picture, there be a number representing the number of players currently using the class. Does beta mean no more additions like those?
Great job on the all the things in general though. :c1:
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(I added y,m,d because not everyone shares the order; month and day can be interpreted wrong)
This is generally not a problem; Even in locales which usually use a different order, timestamps in filenames would be expected to be y-m-d, because this is the only order which sorts correctly.
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Would it be possible to add an in-game server list in the space between the Return to game and Disconnect buttons?
Also, could the F10 button have a conformation message before you quit? (i.e. Are you sure you would like to quit?)
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Also, could the F10 button have a confirmation message before you quit? (i.e. Are you sure you would like to exit the game?)
I would like this.
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That would be quite easy, actually. All you would need to do is find the part where pressing F10 makes you quit the game and add the following line of code to the front.
if show_question("Are you sure you wish to exit the game?" = true
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Improvement to Mods Lobby:
Make it so that all the server listings are sub-categories of different headings like: Old, This Game, and Mods. The 'This Game' category should always be on top.
Where it currently say this information, can be used to be more specific e.g v2.3.7, INS Mod, etc.
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Quick Lobby question: Does it organize by latency, name, or something else?
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How about adding in this to the awesome beta?
http://www.ganggarrison.com/forums/index.php?topic=28008.0 (http://www.ganggarrison.com/forums/index.php?topic=28008.0)You could make the key f10 or something else.
quote from the thread:
let's replace f10's closing with this y/y
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Quick Lobby question: Does it organize by latency, name, or something else?
Currently it organizes by random, so it's at least fair to all servers :)
We could make the client sort by name, or perhaps sort by compatibility first, by name second.
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So, small todo list:
- Implement "resize window to default" on F10, no replacement "close game" key (I guess there's still ALT-F4 for that)
- Fix Medibeam start point
- Sort lobby list by compatibility/server name
- Change timestamp format to yyyy-mm-dd hh-mm-ss. Should be easy enough to read.
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Since no one mentioned, I'd like to point out how, now, the flareblast is in every which way superior to the airblast. I was going to make a similar rant before I found about the flare buff even, but decided against it since: a, (I thought) flare blast took more ammo than airblast and b, Because the flare had a curve, so you HAD to choose between the flare or reflected rocket to use(unless you were next to the soldier). If people like the straight path of the flare and decide on it, than the flare should get the nerf of either using up more ammo or no airblast when flares are shot. Besides from that I agree with Trog on that the curve of the flare made for a higher skill ceiling(and shooting flares from behind crates :z5:). The curve can also counteract the issue I mentioned above. Things ,like the straight path, make classes easier, not better.
My understanding was that the pyro was not suppose to mindlessly go for enemies but instead let them come to you(defense- area denial), attack when you have support/enemy is distracted, or prevent rockets from hitting your team/ slowing down a solider. This made him a great defense/supportive class. This version is trying to make him better at longer ranges/ offensive play. I really don't like that too much.
That's what I thought of at first try(didn't play a game yet, though).
Something I noticed while experimenting with heal speeds was that the actual beam is not directly coming out of the tip of the medigun(attachment).
Instead of straight up naming screen shots like: '20111015124327', change it to '2011-10-15(12;43;27)', or even with units '2011y-10m-15d(12hr;43min;27sec)'(I added y,m,d because not everyone shares the order; month and day can be interpreted wrong). It could be an in-game option where 1=current, 2=with -/:, 3=with units.
One of the things I was hoping to have been changed was that in class selection screen, next to each class picture, there be a number representing the number of players currently using the class. Does beta mean no more additions like those?
Great job on the all the things in general though. :c1:
The problem with adding more ammo or no airblast downsides is that it's pretty difficult to switch from flames > ab without shooting a flare when you're in the middle of a fight. We don't really have a better way to implement the flare, so can't really do much about that.
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So, small todo list:
- Implement "resize window to default" on F10, no replacement "close game" key (I guess there's still ALT-F4 for that)
:wuv: :z1:
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So, small todo list:
- Implement "resize window to default" on F10, no replacement "close game" key (I guess there's still ALT-F4 for that)
good, it was annoying when I accidentally exited the game trying to mute it
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I agree with ultros. The shield system seems unnecessarily complicated and unintuitive to me.
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One of the things I was hoping to have been changed was that in class selection screen, next to each class picture, there be a number representing the number of players currently using the class.
This would be great.
Should I go and try to make it? Or is there any reason why this should not be implemented?
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Hmm, sorting the server list was more work than expected since GM doesn't have a proper function for sorting lists. So I wrote a function "ds_list_sorted_insert", which inserts an item in the correct position in a sorted list. The sort order is determined by a predicate script, which is passed along, e.g.
ds_list_sorted_insert(servers, newServer, compareServername);
Using first-order functions, almost feels like using a modern language. Almost. :P
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almost feels like using a modern language. Almost. :P
You mean sane? GML is modern...
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...
:drool:
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Really?
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lol he deleted his post. xD