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Author Topic: Gang Garrison 2.7.2  (Read 35283 times)

ajf

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Re: Gang Garrison 2.7.2
« Reply #75 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.
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did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

ZaSpai

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Re: Gang Garrison 2.7.2
« Reply #76 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
« Last Edit: April 02, 2014, 05:28:14 am by ZaSpai »
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Right behind you when you most expect it | classicwell master race

Spencer (steam)

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Re: Gang Garrison 2.7.2
« Reply #77 on: April 02, 2014, 07:19:43 am »

i just tried the game and it too glitch and lag :z1:
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Rumrusher

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Re: Gang Garrison 2.7.2
« Reply #78 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?
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Derpduck

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Re: Gang Garrison 2.7.2
« Reply #79 on: April 02, 2014, 10:48:34 am »

Head doesn't line up properly when walking; red square appears.
« Last Edit: April 02, 2014, 10:48:55 am by Derpduck [LORD] »
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[SGC] kildau

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Re: Gang Garrison 2.7.2
« Reply #80 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.
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Dumbledank

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Re: Gang Garrison 2.7.2
« Reply #81 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)
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aronhun

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Re: Gang Garrison 2.7.2
« Reply #82 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?  :-\

ajf

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Re: Gang Garrison 2.7.2
« Reply #83 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.
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did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

2D

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Re: Gang Garrison 2.7.2
« Reply #84 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.
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SpaceAce

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Re: Gang Garrison 2.7.2
« Reply #85 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.
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When the fuck is this going to be not a dead game

2D

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Re: Gang Garrison 2.7.2
« Reply #86 on: April 02, 2014, 02:08:40 pm »

Also, medic is useless now.
Cite evidence, please.
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Bluez

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Re: Gang Garrison 2.7.2
« Reply #87 on: April 02, 2014, 03:10:57 pm »

can't play with this lag D: both 30fps and 60fps lag dam good.
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hello

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Re: Gang Garrison 2.7.2
« Reply #88 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.

    was dis supposed to happens?
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    nightcracker

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    Re: Gang Garrison 2.7.2
    « Reply #89 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.
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