The Gang Garrison 2 Forum

Gang Garrison Discussion => Announcements => Topic started by: MedO on October 23, 2011, 02:54:30 pm

Title: Gang Garrison 2.4
Post by: MedO on October 23, 2011, 02:54:30 pm
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2.3.7 (http://www.ganggarrison.com/forums/index.php?topic=29848.0)
2.4
2.4.1 (http://www.ganggarrison.com/forums/index.php?topic=30754.0)

Ladies, Gentlemen, and forum regulars.

Only a little more than six months have passed since we released our big 2.3 update. It was a difficult decision to break with our almost traditional April 1st release schedule that we had maintained for versions 2.2 and 2.3, and I hope you will not hold this irregularity against us.

Despite our best efforts to avoid doing any work, some exciting new features have managed to sneak into our source repository. The entire list of changes would be too unwieldy to present here, so I suggest that you visit the update page (http://www.ganggarrison.com/modern/) to find out more. Those of you who need to know every bit that was flipped can satisfy their curiosity by looking into our Github repository (https://github.com/Medo42/Gang-Garrison-2), where you can also get a detailled list of all commits (https://github.com/Medo42/Gang-Garrison-2/compare/V2.3.8...V2.4) which led up to this new version.

However, for those of you who are already bored from reading so far and just want to get your hands on this already:

Download here (http://www.ganggarrison.com/download.php?file=1)
Visit the update page (http://www.ganggarrison.com/modern/)

Elkondo also prepared wallpapers for the new DKotH mode: 2400×1600 (http://img28.imageshack.us/img28/9643/dkothbigwallpaper.jpg), 1920×1080 (http://img713.imageshack.us/img713/7862/dkothbigwallpaperhd.jpg)
He also made them halloween-themed: 1920×1080 (http://img233.imageshack.us/img233/3110/dkothhalloweenwallpaper.png), 1620×1080 (http://img27.imageshack.us/img27/3110/dkothhalloweenwallpaper.png)
Title: Re: Gang Garrison 2.4
Post by: Haxton Sale on October 23, 2011, 02:54:59 pm
First.
Also, awesome!
Aaand, Halloween-themed DkoTH wallpapers!
(click to show/hide)
Title: Re: Gang Garrison 2.4
Post by: swag bastud on October 23, 2011, 02:56:13 pm
Damn it, Elkondom!

Anyway, yeah hooray for new update and all that.
Title: Re: Gang Garrison 2.4
Post by: Luigibro on October 23, 2011, 03:00:42 pm
yay

this update makes the ingame music work   :woot:

Lol. So there's two servers for this edition. One is full and the other is private. Just my typical luck >.>
Title: Re: Gang Garrison 2.4
Post by: Haxton Sale on October 23, 2011, 03:04:41 pm
yay

this update makes the ingame music work   :woot:

Lol. So there's two servers for this edition. One is full and the other is private. Just my typical luck >.>
Well, it's just came out, it's not like there's too many working servers right after tf2 updates either.
Title: Re: Gang Garrison 2.4
Post by: Luigibro on October 23, 2011, 03:06:06 pm
TF updates take down the servers?  :z4:

Title: Re: Gang Garrison 2.4
Post by: swag bastud on October 23, 2011, 03:07:14 pm
That Rocketman looks like he could be shitting.
Title: Re: Gang Garrison 2.4
Post by: Senhor Barriga on October 23, 2011, 03:07:45 pm
Maybe is just impression... but, is the firebug ammunition  slightly less than before?
Title: Re: Gang Garrison 2.4
Post by: Derpduck on October 23, 2011, 03:10:53 pm
I should wait for 2.4.1 before updating my mod as it useuall follows pretty soon
Title: Re: Gang Garrison 2.4
Post by: Luigibro on October 23, 2011, 03:15:31 pm
I got into a server  :z5:

Why did no one tell me ingame music was so good

Lol new surrender pose
Title: Re: Gang Garrison 2.4
Post by: BillyBobJoe on October 23, 2011, 03:15:37 pm
When will GB be updated?
Title: Re: Gang Garrison 2.4
Post by: Orpheon on October 23, 2011, 03:16:14 pm
I should wait for 2.4.1 before updating my mod as it useuall follows pretty soon
To quote the gg2_dev title:
Code: [Select]
| 2.4 is released! Eat, dance and be merry!
Title: Re: Gang Garrison 2.4
Post by: Derpduck on October 23, 2011, 03:19:55 pm
Well i dont have it yet so ill just sit here on my phone wishing i could use my computer
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 23, 2011, 03:26:15 pm
Are you guys glad I was pensive about putting dkoth points in easily attackable places yet?
Title: Re: Gang Garrison 2.4
Post by: trog on October 23, 2011, 03:40:03 pm
i unno I didn't really like playing dkoth

sixties felt like you're running around in an ant hill and I didn't find fighting in the area around atalia's cps too great.
Title: Re: Gang Garrison 2.4
Post by: Haxton Sale on October 23, 2011, 03:47:01 pm
DkoTH is a good idea, but the maps suck.
All tower-like maps play really bad, because climbing up the stairs is too hard with the lag delay.
I've only played sixties so far, but what I expected dkoth to be is harvest with 2 sheds maybe? or 2fort with points instead of intels?
Surely something that requires a lot less climbing.
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 23, 2011, 03:59:40 pm
>2fort
hahaha okay totally
Title: Re: Gang Garrison 2.4
Post by: CobaltBW on October 23, 2011, 04:07:16 pm
Why aren't stairs fixed yet
Title: Re: Gang Garrison 2.4
Post by: Luigibro on October 23, 2011, 04:07:54 pm
DKoth is fun, but after a while it takes too long to play. Good bonus is that I do well as Infiltrator on 60's.  :z5:

 :x28:   :trophy:

Achievement for me, getting 20 points as Infiltrator.
Title: Re: Gang Garrison 2.4
Post by: Sentry on October 23, 2011, 04:16:54 pm
the smoke update loading bar is all sorts of fucked up
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 23, 2011, 04:17:51 pm
the smoke update loading bar is all sorts of fucked up
(click to show/hide)
Title: Re: Gang Garrison 2.4
Post by: Sentry on October 23, 2011, 04:20:46 pm
the smoke update loading bar is all sorts of fucked up
(click to show/hide)
so its a.. placebo?
Title: Re: Gang Garrison 2.4
Post by: Full_Korbe on October 23, 2011, 04:27:28 pm
When will we be able to make dKoth ?
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 23, 2011, 04:31:49 pm
When will we be able to make dKoth ?
As soon as we get someone to update Garrison Builder.
Title: Re: Gang Garrison 2.4
Post by: NAGN on October 23, 2011, 04:41:13 pm
the smoke update loading bar is all sorts of fucked up
the remaining time is screwed up, but not the loading bar, it's a parody of Steam's superfluous loading times for downloads
Title: Re: Gang Garrison 2.4
Post by: CrazNoDale on October 23, 2011, 04:49:35 pm
Hosting :smiley16:
Title: Re: Gang Garrison 2.4
Post by: trog on October 23, 2011, 05:05:44 pm
If sixties' terrain and jumps weren't so annoying I think it would actually be kind of fun.
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 23, 2011, 05:10:47 pm
jesus christ you guys are terrible at defending on atalia
Title: Re: Gang Garrison 2.4
Post by: Leiche on October 23, 2011, 05:11:57 pm
If i can find the extension i need, i could update the Builder.
I actually thought it would have been replaced with Cspotcodes new tool by now.
Title: Re: Gang Garrison 2.4
Post by: Yuko on October 23, 2011, 05:20:30 pm
Cool

So what's the deal with locators now; they aren't needed whatsoever?
Title: Re: Gang Garrison 2.4
Post by: trog on October 23, 2011, 05:21:09 pm
yep
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 23, 2011, 05:21:22 pm
If i can find the extension i need, i could update the Builder.
I actually thought it would have been replaced with Cspotcodes new tool by now.

Cspot's gone AWOL, so you could probably find the necessary extensions on the github repository for Garrison Builder.

The strings that you should need are all within the GG2 sourcecode. There are 2 entities for DKotH, there are 2 door entities, setup gates are compatible with arena,koth and dkoth, and forward spawns are compatible with koth and dkoth.
Title: Re: Gang Garrison 2.4
Post by: Leiche on October 23, 2011, 05:37:38 pm
Is anything else added except KothBlueControlPoint and KothRedControlPoint ?

EDIT: Oic the Left/RightDoor stuff is new too.
        What do those things even do ?
Title: Re: Gang Garrison 2.4
Post by: Sentry on October 23, 2011, 05:38:59 pm
Is anything else added except KothBlueControlPoint and KothRedControlPoint ?


I think one way gates were added
Title: Re: Gang Garrison 2.4
Post by: BillyBobJoe on October 23, 2011, 05:51:14 pm
you can go through only one way. Like in gen_destroy, the middle pathway is blocked so for example: if you are on :x10: , you can go through the first middle one, but the next is blocked, forcing you to go down or rj up
Title: Re: Gang Garrison 2.4
Post by: Leiche on October 23, 2011, 05:53:13 pm
you can go through only one way. Like in gen_destroy, the middle pathway is blocked so for example: if you are on :x10: , you can go through the first middle one, but the next is blocked, forcing you to go down or rj up

Alright addingggggnh

EDIT:
Testing the stuff i just added out, i have no idea what im doing right now, i haven't touched anything in ages :P
Title: Re: Gang Garrison 2.4
Post by: BillyBobJoe on October 23, 2011, 05:55:09 pm
cool. Can't wait for new GB
Title: Re: Gang Garrison 2.4
Post by: Leiche on October 23, 2011, 06:16:15 pm
cool. Can't wait for new GB
"new" im just adding entities :I
Title: Re: Gang Garrison 2.4
Post by: Leiche on October 23, 2011, 06:21:36 pm
setup gates are compatible with arena,koth and dkoth

___________________________________________
ERROR in
action number 1
of  Step Event
for object ControlPointSetupGate:

Error in code at line 13:
       if cpUnlock > 0 other.solid=truel
                                   ^
at position 34: Unknown variable truel
Title: Re: Gang Garrison 2.4
Post by: Jowly on October 23, 2011, 06:22:13 pm
Finally one way doors are here. Now I don't have to worry about moveboxes to accomplish that anymore.
Title: Re: Gang Garrison 2.4
Post by: Oktoberfest! on October 23, 2011, 06:28:02 pm
Hurray!  :wuv:
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 23, 2011, 06:29:53 pm
setup gates are compatible with arena,koth and dkoth

___________________________________________
ERROR in
action number 1
of  Step Event
for object ControlPointSetupGate:

Error in code at line 13:
       if cpUnlock > 0 other.solid=truel
                                   ^
at position 34: Unknown variable truel


Heh, make a note of that on github or launchpad, it'll remind me to address it soon.
Title: Re: Gang Garrison 2.4
Post by: Leiche on October 23, 2011, 06:32:41 pm
Never used Launchpad, or github (much) sorry.

Also I can run through the one-way doors through both sides somehow, which shouldn't be possible either! (No idea why this happens actually :P).

here is a working version of the new GB so you can see for yourself how bad it all goes wrong: http://www.mediafire.com/?gerh7e27bb4503z (http://www.mediafire.com/?gerh7e27bb4503z)
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 23, 2011, 06:44:22 pm
if only we had some kind of beta tester
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 23, 2011, 07:26:18 pm
Never used Launchpad, or github (much) sorry.

Also I can run through the one-way doors through both sides somehow, which shouldn't be possible either! (No idea why this happens actually :P).

here is a working version of the new GB so you can see for yourself how bad it all goes wrong: http://www.mediafire.com/?gerh7e27bb4503z (http://www.mediafire.com/?gerh7e27bb4503z)

There are 1-way doors in gen_destroy and dkoth_atalia, they both work just fine. I do not believe that GB's built-in map testing has anything that supports that. So you'd have to just compile a map then test it out in GG2 :drool:
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 23, 2011, 07:42:56 pm
Credits still say 2.3 fV:
Title: Re: Gang Garrison 2.4
Post by: NAGN on October 23, 2011, 07:50:50 pm
man if only people did beta testing before release
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 23, 2011, 07:53:42 pm
Solution: 2.3.9 The Backtrack Update! Now with 100% more beta test
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 23, 2011, 07:55:47 pm
Solution: 2.3.9 The Backtrack Update! Now with 100% more beta test
+100% of 0 is still 0.
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 23, 2011, 07:58:20 pm
2.3 has more beta test than 2.4 is what I'm implying.
Title: Re: Gang Garrison 2.4
Post by: NAGN on October 23, 2011, 07:59:13 pm
2.3 has more beta test than 2.4 is what I'm implying.
yes we did get a decent beta testing ring going along with 2.3, but it was slow with 2.4
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 23, 2011, 08:03:25 pm
So do either a backtrack or put 2.3.8 out as 2.4.1, then do more beta testing.  I would love to help out as a beta tester, by the way.
Title: Re: Gang Garrison 2.4
Post by: NAGN on October 23, 2011, 08:49:08 pm
we're probably going to go for a test run for a few days and basically make it our public beta and then release the bugfix later
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 23, 2011, 08:50:50 pm
So no more private betas?  If those are necessary, I can apply to become an official beta tester.
Title: Re: Gang Garrison 2.4
Post by: NAGN on October 23, 2011, 08:53:12 pm
actually MedO's trying to abolish Beta Testing all together, imo the section's pretty much dead as always and is really only used for active discussion on balance
Title: Re: Gang Garrison 2.4
Post by: Ultros on October 23, 2011, 08:53:42 pm
Public betas and the mod lobby hopefully means that it's more likely that we'll be able to get enough people in a beta server to actually do some proper testing.
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 23, 2011, 08:54:37 pm
So, no more updates once the perfect game balance is found?
Title: Re: Gang Garrison 2.4
Post by: CrazNoDale on October 23, 2011, 08:55:33 pm
From what I see pyro is going to replace soldiers in competitive matches. Pyro was fine the way it was, why not just leave it?
Title: Re: Gang Garrison 2.4
Post by: Machidro on October 23, 2011, 08:56:02 pm
Public betas and the mod lobby hopefully means that it's more likely that we'll be able to get enough people in a beta server to actually do some proper testing.

This. Next release, add a link, similar to the haxxy, with a link that says "Try the beta". It then links to a NON SPOILERED download of the beta version. That way, you can draw pub's attention to it.
Title: Re: Gang Garrison 2.4
Post by: NAGN on October 23, 2011, 08:59:09 pm
So, no more updates once the perfect game balance is found?
No, the beta testing section was never intended to be a place where people suggest balance changes. That was supposed to be up to the community, with the actual development team picking and choosing ideas to work with, with the Beta Testers testing to see if it works or not.

Beta testing is pretty infrequent, so we need help boosting play time, in a sense, 2.4 is a beta
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 23, 2011, 09:02:07 pm
All right.  So, releasing 2.4 was like an attempt to get more stuff tested by different people.
Title: Re: Gang Garrison 2.4
Post by: NAGN on October 23, 2011, 09:03:39 pm
Yeah
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 23, 2011, 09:04:25 pm
And would you say it's working?
Title: Re: Gang Garrison 2.4
Post by: NAGN on October 23, 2011, 09:06:09 pm
Yes. We've already gotten a bunch of bug reports
Title: Re: Gang Garrison 2.4
Post by: Machidro on October 23, 2011, 09:08:57 pm
Also, Dkoth sucks. It's everything wrong with generator, but takes 2x longer. In theory, it should work, one group defends while one group attacks, demanding control of both points, but in practice, it breaks down to 2 engineers shut down each point, and the rest of the teams jello at the point, cap for 3 seconds, die, and repeat.

It will make for fun gimmick maps, like two path rocket jumps (easy and hard mode), or A/D CP: official version, and others, but otherwise, its pretty unfun.

As a side note, how do you make a dkoth map? Just place cp one and two in GB?
Title: Re: Gang Garrison 2.4
Post by: Ultros on October 23, 2011, 09:13:39 pm
Dkoth needs some mechanism to keep the game moving when each team controls their own point.

Probably the simplest option would be to just have a longer timer, and each team's timer counts down so long as they control at least one point.

Regarding generator, currently when time runs out the team with less damage on their generator immediatly wins.  Good idea, but I think overtime should be in effect so long as the winning team's generator isn't fully shielded.
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 23, 2011, 09:14:54 pm
no you need to use the dkoth CPs

the current issue with dkoth is that the two official maps are opposites: sixties is hard to attack on and nobody knows how to defend on atalia (nobody remembers the atalia matches because they're usually onesided)

in fact I specifically designed atalia to be hard to turtle onbut nobody understands that you have to push as soon as you've pushed back the enemy from your point, the reason there's a tower is so that that's where all the match's tension should be, not the middle of the bases.
I even ripped off noir, which everyone hates for putting all the tension in the center of the map. I even made it easy to go to the center of the map, and putting the spawns above the point.
As far as I can tell it's just player error with people not understanding the map, and also fighting in the point room is fucking amazing and everyone who complains doesn't understand the spatial control in there.

also: make capping take longer ~and~ make the "cooldown" for presence last longer, this will break sixties but force people to have less fast paced mindsets about the game and make it easier for them to move on from their own point
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 23, 2011, 09:15:18 pm
Dkoth needs some mechanism to keep the game moving when each team controls their own point.

Probably the simplest option would be to just have a longer timer, and each team's timer counts down so long as they control at least one point.

Regarding generator, currently when time runs out the team with less damage on their generator immediatly wins.  Good idea, but I think overtime should be in effect so long as the winning team's generator isn't fully shielded.
I could have sworn that's how it's coded to work. Maybe I forgot to put an exit; in there, I'll look into it.
Title: Re: Gang Garrison 2.4
Post by: Ultros on October 23, 2011, 09:19:47 pm
Hm, someone else want to confirm?  I'm pretty sure that in the gen match I played, the winning team's shield wasn't fully regenerated when the game ended, but it's possible I'm misremembering.
Title: Re: Gang Garrison 2.4
Post by: CobaltBW on October 23, 2011, 09:28:12 pm
I think I need to play dkoth a little more before I make any final judgments on the map, but the problem I have with atalia is how easily runner dominates the point once a team has both caps. The team that has to get the points back has to go through one of three chokes, and if they don't choose the top (which they probably won't because it's going to get spammed), then they have to make their way up the slope and go through what is effectively another choke. Meanwhile, any runner defending the point has complete spatial control and movement options. He can heckle you around the point, hit 'n' run spam the top chokes, avoid spam due to how wide open the entire area is, etc. Theoretically you could attack the defenders from long range with the detos and riflemen, but I dunno.

If it were up to me, I would add a secondary platform right next to the control point so classes other than the runner and rocketman have an alternative to attacking defenders.
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 23, 2011, 09:33:26 pm
Would it break the game to make the point near the spawn cappable when one team holds both points?  Like, for example, let's say RED holds both points on atalia.  Since most of their focus is probably on BLU's home point, they may not notice a scout go to their home point and cap, effectively distracting them from keeping BLU's home and allowing for an overtake.  Just an idea.
Title: Re: Gang Garrison 2.4
Post by: CobaltBW on October 23, 2011, 09:35:10 pm
To be honest, I think that would just make it stalemate even more.
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 23, 2011, 09:36:54 pm
Hmm.  Well, perhaps that would work if the timers were longer but never stopped, only sped up when one team held both.
Title: Re: Gang Garrison 2.4
Post by: Machidro on October 23, 2011, 10:00:54 pm
Hmm.  Well, perhaps that would work if the timers were longer but never stopped, only sped up when one team held both.

Solution: Both timers start at 10 minutes. For each point a team controls, a second is removed from their timer, regardless of whether both points are possessed. Problem solved. If there is a stalemate, the game still has a fixed time limit, the only way to win is to cap the point more than the other team, and the better team will always win.
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 23, 2011, 10:05:33 pm
This is what I was trying to convey, perhaps I wasn't clear.  Although I recommend 5 minutes instead of 10.
Title: Re: Gang Garrison 2.4
Post by: Jowly on October 23, 2011, 10:23:18 pm
No, I think 10 minutes is fine. 5 minute games with a chance of speed up are never fun, even on dkoth.
Title: Re: Gang Garrison 2.4
Post by: Crab on October 23, 2011, 10:41:58 pm
not sure if i should be posting this here, but everytime im downloading a map from a server i get a message saying "You have been disconnected from the server." Is this just happening to me or what
Title: Re: Gang Garrison 2.4
Post by: Ultros on October 23, 2011, 11:08:09 pm
Looks like I was wrong; overtime in generator mode happens as it should.
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 23, 2011, 11:13:47 pm
Would it break the game to make the point near the spawn cappable when one team holds both points?  Like, for example, let's say RED holds both points on atalia.  Since most of their focus is probably on BLU's home point, they may not notice a scout go to their home point and cap, effectively distracting them from keeping BLU's home and allowing for an overtake.  Just an idea.
The mode was explicitly designed NOT to be like this because backcaps would be so rampant that people would huddle within their own bases like they do in Territory Control. The fact that it's not GAME OVER if someone takes it away from you when attempting a push is enough to make it like TC, but a lot more forgiving in the sense that it won't punish you with an instant loss.
Title: Re: Gang Garrison 2.4
Post by: billymaze on October 24, 2011, 01:03:17 am
Is the gen's hp lowered to 2000 now? Also what exactly does the shield thing do?
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 24, 2011, 01:13:05 am
Wow, way to read the update poster.
Title: Re: Gang Garrison 2.4
Post by: billymaze on October 24, 2011, 01:20:28 am
The mobile version of the site doesn't show images, I think it's html 1.0 or something

I wanted to know before I had a chance to go on this site from a computer next, which is in about 20 hours.

(I'm on my cell phone at the moment)
I just want to know what the sheild does :cry:
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 24, 2011, 01:27:35 am
It's written in plain text, you have no excuse not to be able to read it :I

It is a damage-resistant shield.
Title: Re: Gang Garrison 2.4
Post by: billymaze on October 24, 2011, 01:30:33 am
ohoho wow am I blind :drool:

Also I really hate how the pyro's flare no longer curves, it really messes up pyro IMO.
Title: Re: Gang Garrison 2.4
Post by: Leiche on October 24, 2011, 02:49:52 am
Psychopath you're a dick.Don't take this sentence serious. Just don't.

In CustomMapCreateEntitiesFromEntityData there is the code which reads out the leveldata from the compiled map,
and it searches for "rightdoor" instead of the actual entity name "RightDoor".
Its the same with "LeftDoor".

No wonder it didn't work.
Title: Re: Gang Garrison 2.4
Post by: Derpduck on October 24, 2011, 06:56:03 am
the new lobby is scary
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 24, 2011, 06:57:27 am
I told you to check the source for the string names, you're the one who didn't check for the strings.
Title: Re: Gang Garrison 2.4
Post by: Derpduck on October 24, 2011, 07:11:37 am
errrrm, update the credits sprite its not 2.3
(click to show/hide)
Title: Re: Gang Garrison 2.4
Post by: LowriderTR[LORD] on October 24, 2011, 07:22:54 am
 :drool:
Title: Re: Gang Garrison 2.4
Post by: Leiche on October 24, 2011, 07:52:44 am
I told you to check the source for the string names, you're the one who didn't check for the strings.
You're the one who fucked up the string in the first place.  :z6:
Dont even think about fixing that though, i changed it now.
Title: Re: Gang Garrison 2.4
Post by: LowriderTR[LORD] on October 24, 2011, 07:56:31 am
 What is the first map of DKoTH?
dkoth_atalia and dkoth_sixties.
Title: Re: Gang Garrison 2.4
Post by: HammerKick on October 24, 2011, 08:06:07 am
A good update. DKoth is original.
Good job! :)

(and the 3 new musics are great remixs)
Title: Re: Gang Garrison 2.4
Post by: Derpduck on October 24, 2011, 08:47:50 am
so how would i get my mod to say this in the lobby with the new system
Code: [Select]
[DPM]serverinfo....[V6]
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 24, 2011, 10:31:35 am
(http://i.imgur.com/tpHGi.png)
Title: Re: Gang Garrison 2.4
Post by: Machidro on October 24, 2011, 10:38:28 am
(http://i.imgur.com/tpHGi.png)

The problem is once they learn to defend the game gets locked down in permanent stalemate, setting up a defense is not that hard, breaking one is.
Title: Re: Gang Garrison 2.4
Post by: RedBluYellow on October 24, 2011, 10:41:13 am
(http://i.imgur.com/tpHGi.png)
...those are some sexy pings you got there  :z7:
Title: Re: Gang Garrison 2.4
Post by: [Royal Gay Penguin Nachos Ibarra Gordita Agave] LC on October 24, 2011, 10:50:47 am
It seems to me people defend really easily and that's actually the problem, not "lrn2def".
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 24, 2011, 11:10:01 am
That was actually a really good match LC
Title: Re: Gang Garrison 2.4
Post by: MedO on October 24, 2011, 02:53:31 pm
so how would i get my mod to say this in the lobby with the new system
Code: [Select]
[DPM]serverinfo....[V6]
http://www.ganggarrison.com/forums/index.php?topic=30496.0 (http://www.ganggarrison.com/forums/index.php?topic=30496.0)

Just send "Derp's Personal Mod" as game, DPM as game_short and V6 as game_ver.

All right.  So, releasing 2.4 was like an attempt to get more stuff tested by different people.
Not deliberately. But what should you do when things don't get tested enough? At some point you have to release or let it die completely.

actually MedO's trying to abolish Beta Testing all together, imo the section's pretty much dead as always and is really only used for active discussion on balance
Interesting, this is news to me. I want to finally five Bug Reports the last rites, maybe you got that confused?
Title: Re: Gang Garrison 2.4
Post by: MedO on October 24, 2011, 02:57:30 pm
not sure if i should be posting this here, but everytime im downloading a map from a server i get a message saying "You have been disconnected from the server." Is this just happening to me or what
Sigh.
No, you should not be posting this here.
You should be posting this HERE (https://bugs.launchpad.net/gg2).
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 24, 2011, 04:59:12 pm
actually MedO's trying to abolish Beta Testing all together, imo the section's pretty much dead as always and is really only used for active discussion on balance
Interesting, this is news to me. I want to finally five Bug Reports the last rites, maybe you got that confused?

Actually, he confused you and me.

I'm the one who's fed with with lack of response/testing and have gone as far as outsourcing the testers with complete strangers.

If things don't improve during future rounds of test builds in need of testing, I'm going to rely completely on outsourcing from then onward ::)
Title: Re: Gang Garrison 2.4
Post by: NAGN on October 24, 2011, 05:05:57 pm
yeah sorry about that but anyways the point still stands
Title: Re: Gang Garrison 2.4
Post by: Agh on October 24, 2011, 05:57:50 pm
I really dislike the new heavy. I run out of ammo way too fast and often.
Title: Re: Gang Garrison 2.4
Post by: LOLJESUS on October 24, 2011, 06:00:03 pm
I really dislike the new heavy. I run out of ammo way too fast and often.
I completely agree. Heavy was fine the way it was.
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 24, 2011, 06:08:32 pm
so I figured out one of the issues with dkoth

ultros's fucking respawn times
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 24, 2011, 06:51:23 pm
I really dislike the new heavy. I run out of ammo way too fast and often.
It wasn't designed to be any different, functionally. The only intended changes were to cut out spamming shots periodically without penalty and to punish trying to fire when completely out of ammo. The fact that it feels like your ammo drains too fast could have easily been remedied by providing feedback so the numbers could be tweaked accordingly. Since we got pretty much no feedback, we're practically doing this blind.
Title: Re: Gang Garrison 2.4
Post by: RebelINS on October 24, 2011, 07:16:43 pm
The ammo regeneration rate should be buffed slightly so that it negates the difference the reload buffer has on it, making it effectively the same as 2.3 overweight. This is because most people agreed that the overweight was balanced in earlier versions. Adding a reload buffer without changing the regeneration rate is effectively a nerf.

I'll crunch some numbers later and post it on beta board.

edit: okay, so the bullet regen actually is "buffed" from +1/step to +2/step. i'll post extended thoughts in balance discussion thread.
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 24, 2011, 07:24:33 pm
Let's make the sandwich heal full health but have cooldown. The eating length could be shortened slightly too.
Title: Re: Gang Garrison 2.4
Post by: Sentry on October 24, 2011, 07:25:44 pm
I don't think full health would be good, but I do vote for a sandwich buff
Title: Re: Gang Garrison 2.4
Post by: Agent O on October 24, 2011, 07:29:38 pm
Right: Primary classes: Engineer, Pyro, Heavy.

I logged in for my first match since the update... and i got completely dominated.  COMPLETELY dominated.

Pyro, heavy, and engineer ammo amounts all seem non-existant now.  Partially because of the "red zone delay" in reloading, partially because the unit will not reload if you hold down the fire button...  The engineer went from eight shots down to six.  Six.  You cut my firepower by 25%, and added an "on fire" animation to my sentry, just to draw that much more attention to a wounded machine.  I think i scored two sentry kills in the last hour of gameplay. Pre-update, i managed at least 15.  So... good job.  It's clearly a needed nerf that made a limited-mobility class absolutely dependant on a slowly-regenerating resource while at the same time giving them no means to safely spy-check without further crippling themselves.  Yeah.  I'm mad.  But i'll live.

Pyros cannot spycheck now.  But they can flare and airburst!  They just can't run around using their flamethrowers for more than a fistfull of seconds, and using airburst / flare is probably a better use of a pyro's rapid-depletion fuel anyway.  So, no more A/D+M1 for me.

Heavy runs out of bullets in eight seconds.  They then take five seconds to regenerate that ammo.  Again, they do not regain ammo while you hold down M1.  Heavy is still crippled by the lowest range in the game, so by the time you see an enemy, like a fragile little scout, and get a good lead on them, they are allready off the screen and you are out of ammo.

Yeah, i registered to post this.  I'll live.  It's just that I apparently started sucking as a player right after these changes went into effect.
Title: Re: Gang Garrison 2.4
Post by: Sentry on October 24, 2011, 07:34:29 pm
You've got a point with the heavy, and I was going to post it.
Heavy is too slow and too little ammo. so every class can counter by running away because he'll lose all his ammo in seconds and his speed goes down immensely while shooting.
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 24, 2011, 07:46:19 pm
So then do we buff his speed or his ammo?  (Also, welcome to the forums Agent 0, enjoy your stay.)
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 24, 2011, 07:50:17 pm
heavy ammo is going to be changed in the first patch
Title: Re: Gang Garrison 2.4
Post by: Machidro on October 24, 2011, 07:57:41 pm
Let's make the sandwich heal full health but have cooldown. The eating length could be shortened slightly too.

Random brainstorm:

Replace the sandwich, make right click do a stationary punch, similar to spy, where damage = all their health -1. If their health is below 1/4 full, then insta kill.

Bam. Secondary becomes awesome.
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 24, 2011, 08:01:36 pm
that is so stupid
Title: Re: Gang Garrison 2.4
Post by: billymaze on October 24, 2011, 08:01:48 pm
Tisc y u trying to remove core things of gg2
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 24, 2011, 08:03:26 pm
I like the idea, but it seems like the Heavy needs a long-range attack should the sandvich be replaced.
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 24, 2011, 08:06:45 pm
all classes have to be swiss army knives!!!
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 24, 2011, 08:09:46 pm
yep.  Also, did Quote get a buff?
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 24, 2011, 08:10:07 pm
a minor one but yes
Title: Re: Gang Garrison 2.4
Post by: Ultros on October 24, 2011, 08:28:49 pm
What was the buff, exactly?  I notice a difference, but can't quantify what it is.
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 24, 2011, 08:31:27 pm
Quote feels diferent play-wise for me.  But why?
Title: Re: Gang Garrison 2.4
Post by: CobaltBW on October 24, 2011, 08:36:33 pm
You can kill people with blades now.
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 24, 2011, 08:39:18 pm
:z9:
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 24, 2011, 08:40:47 pm
Meaning damage buffs?  (can a mod merge my posts, i'm on a phone and can't)
Title: Re: Gang Garrison 2.4
Post by: billymaze on October 24, 2011, 08:42:44 pm
meh it doesn't really matter about the post merging.

Also I like the qc buff.
Title: Re: Gang Garrison 2.4
Post by: RedBluYellow on October 25, 2011, 12:46:08 am
I TOLD YOU TO LEAVE THE HEAVY UNTOUCHED BRO
I TOLD YOU DAWG
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 25, 2011, 02:02:10 am
we had to nerf stuttering ~slightly~ but psycho went overboard
Title: Re: Gang Garrison 2.4
Post by: Psychopath on October 25, 2011, 06:51:53 am
we had to nerf stuttering ~slightly~ but psycho went overboard
I demanded feedback ~a little~ and got jack shit. Now everyone has to deal with it until 2.4.1.
Title: Re: Gang Garrison 2.4
Post by: Alma Elma on October 25, 2011, 07:50:43 am
we had to nerf stuttering ~slightly~ but psycho went overboard
I demanded feedback ~a little~ and got jack shit. Now everyone has to deal with it until 2.4.1.
Lotta good those beta testers did ya!
Title: Re: Gang Garrison 2.4
Post by: Meower on October 25, 2011, 08:16:10 am
brb saving the world/getting sex changes/oozing over random fanart/drawing
Title: Re: Gang Garrison 2.4
Post by: trog on October 25, 2011, 02:47:48 pm
we had to nerf stuttering ~slightly~ but psycho went overboard
It's a 15 frame reload buffer for doubled reload speed get over it you pansy.
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 25, 2011, 02:49:05 pm
I dunno man this isn't what I planned when I asked for it
Title: Re: Gang Garrison 2.4
Post by: trog on October 25, 2011, 02:55:06 pm
half a second buffer

take one second to reload and you have the same amount reloaded as before. The whole point of reloads is to make you take a break once and a while, and >1 is not a break.

I'm not sure about heavy as I've not really gotten a chance to play him (although honestly I suspect it's fine), but it's definitely all right on pyro since he has speed and airblast to allow him to take one second breaks.
Title: Re: Gang Garrison 2.4
Post by: Vyers on October 25, 2011, 03:18:07 pm
NIIIIIIIIIIIIIIIIICE
Title: Re: Gang Garrison 2.4
Post by: Footpöp on October 25, 2011, 07:06:42 pm
we had to nerf stuttering ~slightly~ but psycho went overboard
It's a 15 frame reload buffer for doubled reload speed get over it you pansy.
Leaves you ready2die for 15+ (getting a decent amount reloaded) frames for a few more seconds of flailing your bullets around
 
Not so sure I like it, but everything new takes some getting used to :y
Title: Re: Gang Garrison 2.4
Post by: trog on October 25, 2011, 07:22:36 pm
we had to nerf stuttering ~slightly~ but psycho went overboard
It's a 15 frame reload buffer for doubled reload speed get over it you pansy.
Leaves you ready2die for 15+ (getting a decent amount reloaded) frames for a few more seconds of flailing your bullets around
 
Not so sure I like it, but everything new takes some getting used to :y
I'm not really sure what you're saying...
Title: Re: Gang Garrison 2.4
Post by: Unsung Hero on October 25, 2011, 07:32:12 pm
Wait, so does pressing F10 resize the window?
Title: Re: Gang Garrison 2.4
Post by: Footpöp on October 25, 2011, 07:32:21 pm
Hoob is now prone to being completely useless, which is a pain but might just take some getting used to
Title: Re: Gang Garrison 2.4
Post by: BillyBobJoe on October 25, 2011, 07:44:42 pm
Wait, so does pressing F10 resize the window?
yes to the original size, in case you accidentally resize it
Title: Re: Gang Garrison 2.4
Post by: CobaltBW on October 25, 2011, 08:11:36 pm
Played overweight for a bit. The reload's workable, but I agree it hinders him more than it should.
Title: Re: Gang Garrison 2.4
Post by: swag bastud on October 25, 2011, 08:12:37 pm
it hinders him more than it should.
Agreed
Title: Re: Gang Garrison 2.4
Post by: la granja animale on October 26, 2011, 05:08:52 am
mine won't update  :z7:
Title: Re: Gang Garrison 2.4
Post by: [Royal Gay Penguin Nachos Ibarra Gordita Agave] LC on October 26, 2011, 11:56:57 am
Out of curiosity, what was the reason that stutter shooting "needed" to be changed anyway?
Title: Re: Gang Garrison 2.4
Post by: RebelINS on October 26, 2011, 11:58:03 am
probably because no other class can effectively use their weapon without spending any ammunition.
Title: Re: Gang Garrison 2.4
Post by: I_am_awesome on October 26, 2011, 12:10:25 pm
probably because no other class can effectively use their weapon without spending any ammunition.
Pyros?
Title: Re: Gang Garrison 2.4
Post by: [Royal Gay Penguin Nachos Ibarra Gordita Agave] LC on October 26, 2011, 12:11:46 pm
I guess we have to define effectively because q/c can fire unlimited(low damage) blades so I dunno man

It doesn't really affect me, I'm just curious about the reasoning
Title: Re: Gang Garrison 2.4
Post by: RebelINS on October 26, 2011, 12:40:47 pm
I wasn't a part of the process that brought this change, so bear with me.

In the context of minigun stutter shooting, it was more abuseable than any other "unlimited" ammunition weapon. Pyro stutter shooting isn't really that useful except for spy checking more efficiently; it doesn't affect its gameplay that much. Overweights that abused stutter shooting maintained a lot more mobility, which makes them a much bigger midrange threat, and does not deplete any ammo for when they have to hold off enemies.
Title: Re: Gang Garrison 2.4
Post by: trog on October 26, 2011, 02:11:11 pm
probably because no other class can effectively use their weapon without spending any ammunition.
Pyros?
Pyros received the same reload buffer so they can no longer stutter shoot as well.
Title: Re: Gang Garrison 2.4
Post by: Jazzy on October 26, 2011, 04:55:41 pm
I can't connect to the lobby because "no such host is known"
Title: Re: Gang Garrison 2.4
Post by: MedO on October 26, 2011, 05:51:53 pm
I can't connect to the lobby because "no such host is known"
Please make sure you are using verison 2.4, not the beta.
Title: Re: Gang Garrison 2.4
Post by: Agent O on October 26, 2011, 07:52:16 pm
So then do we buff his speed or his ammo?  (Also, welcome to the forums Agent 0, enjoy your stay.)

Thank you Tibbles...

I owe you an apology.  I was frustrated after loosing about eight matches in a row, primarily against a group of five players who were always on the same team, one of whom was running an aimbot sniper (seriously, if their gun swivels to follow a cloaked spy underneath their platform, it's pretty damn obvious).  I suspect i may have been playing against a clan, which would explain their excellent coordination and teamwork, something you don't get in regular pickup games.

I logged back in tonight and played with the "changes" in mind.  I remembered to let go of the firing button after I ran out of ammo.  I stayed closer to my sentries, and re-evaluated where I put them, and I was more mindful of my ammo.  And, you know what?  I snapped right back up the charts.  Yeah, I might not be the best, but I'm pretty damn good.  I play under the handle "Oracle" usually.

As for Heavy: Buffing his total ammo would probably be best, though, i am not a game designer.  and my ideas are purely from a self-interested standpoint.
Title: Re: Gang Garrison 2.4
Post by: Tubulatus on October 26, 2011, 09:34:42 pm
So then do we buff his speed or his ammo?  (Also, welcome to the forums Agent 0, enjoy your stay.)

Thank you Tibbles...

I owe you an apology.
Who, me?  It's nothing if so, but I need to clarify.
Title: Re: Gang Garrison 2.4
Post by: Lemonade on October 27, 2011, 04:02:50 am
-snip-
Hm, just a question, did you ever play under the name "Agent X" ?
Title: Re: Gang Garrison 2.4
Post by: la granja animale on October 27, 2011, 05:19:24 am
umm guys mine wont update?
Title: Re: Gang Garrison 2.4
Post by: MedO on October 27, 2011, 06:13:53 am
umm guys mine wont update?
The beta does not automatically update, this is normal. Just download from the front page.
Title: Re: Gang Garrison 2.4
Post by: Dusty on October 28, 2011, 08:37:31 am
Hm, 2.4 the unofficial official halloween update?
Title: Re: Gang Garrison 2.4
Post by: billymaze on October 28, 2011, 07:10:03 pm
Aww crap now I realize I can't release my halloween map on schedule... Arg, that was one of the only maps that I worked seriously on :z8:

Well maybe I'll have enough time and creativity to finish a thanksgiving map on time
*sigh*
Title: Re: Gang Garrison 2.4
Post by: MTK5012 on October 29, 2011, 09:03:08 am
so,what did i missed?
Title: Re: Gang Garrison 2.4
Post by: swag bastud on October 29, 2011, 09:03:58 am
you miss,everything!
Title: Re: Gang Garrison 2.4
Post by: Madness9001 on October 29, 2011, 09:38:17 am
need to pratice you aiming skills!
Title: Re: Gang Garrison 2.4
Post by: Vised Yen Owl on October 29, 2011, 07:14:50 pm
I'm glad to see the work you "developers" have been putting into this project come to fruition in yet another update!
It's interesting to observe how the administrative team here reacts to situations similar to Wendy's® organizational values. Valuing members and refusing to withhold coding information is an admirable valuable trait.
Just like a member can count on constant updates, open and clear development and care solutions, As a customer who visits a Wendy’s restaurant, you can count on many things: an amiable crew; a bright, relaxed atmosphere; clean tables; and a large assortment of healthy menu choices. The most valuable thing customers can rely on is great-tasting food. They know the hamburgers will be fresh, never frozen; the chili rich and meaty; and the salads crisp and fresh; They expect the Frosty to be cool and creamy; the fries hot and crispy; the chicken tender and flavorful. Our customers know that our ingredients are of the highest quality. It's the thinking behind a devoted following, and Gang Garrison has certainly exemplified it. Congratulations, I love Gang Garrison 2.4 already.
Title: Re: Gang Garrison 2.4
Post by: tankman on October 29, 2011, 07:18:13 pm
I'm glad to see the work you "developers" have been putting into this project come to fruition in yet another update!
It's interesting to observe how the administrative team here reacts to situations similar to Wendy's® organizational values. Valuing members and refusing to withhold coding information is an admirable valuable trait.
Just like a member can count on constant updates, open and clear development and care solutions, As a customer who visits a Wendy’s restaurant, you can count on many things: an amiable crew; a bright, relaxed atmosphere; clean tables; and a large assortment of healthy menu choices. The most valuable thing customers can rely on is great-tasting food. They know the hamburgers will be fresh, never frozen; the chili rich and meaty; and the salads crisp and fresh; They expect the Frosty to be cool and creamy; the fries hot and crispy; the chicken tender and flavorful. Our customers know that our ingredients are of the highest quality. It's the thinking behind a devoted following, and Gang Garrison has certainly exemplified it. Congratulations, I love Gang Garrison 2.4 already.
Sweet fuck
Title: Re: Gang Garrison 2.4
Post by: [TacoNinja] on October 29, 2011, 07:25:20 pm
That's some false advertising, but I love listening to this guy talk.
Title: Re: Gang Garrison 2.4
Post by: billymaze on October 29, 2011, 07:28:53 pm
Is he like some spambot with some advanced AI or something
Title: Re: Gang Garrison 2.4
Post by: Sentry on October 29, 2011, 07:29:50 pm
I'm pretty sure he's a member of the forums playing a swell practical joke on us.
Title: Re: Gang Garrison 2.4
Post by: CobaltBW on October 30, 2011, 12:40:26 am
Hey, Wendy's is no joking matter.
Title: Re: Gang Garrison 2.4
Post by: la granja animale on October 30, 2011, 12:48:46 am
I like Wendy's fries.
Title: Re: Gang Garrison 2.4
Post by: Dusty on October 30, 2011, 11:13:47 am
Eh, burger king's and jack in the box have better fries. jack in the box has better food.
Title: Re: Gang Garrison 2.4
Post by: RedBluYellow on October 30, 2011, 11:16:55 am
McDonalds.
Title: Re: Gang Garrison 2.4
Post by: Dusty on October 30, 2011, 11:29:02 am
I love how he put developers in quotes. Like they actually aren't working on the game.
Title: Re: Gang Garrison 2.4
Post by: billymaze on October 30, 2011, 01:37:47 pm
:whack:
:offtopic:

I got to play 2.4 for 5 mins today, then it lagged and my computer BSOD'd :drool:
Title: Re: Gang Garrison 2.4
Post by: LowriderTR[LORD] on October 30, 2011, 01:56:33 pm
 Firebugs, Firebugs everywhere! Really, it's OP.
Title: Re: Gang Garrison 2.4
Post by: CobaltBW on October 30, 2011, 02:34:02 pm
Firebugs, Firebugs everywhere! Really, it's OP.

I still see plenty of rocketmen, runners, and constructors.
Title: Re: Gang Garrison 2.4
Post by: LowriderTR[LORD] on October 30, 2011, 02:35:31 pm
Firebugs, Firebugs everywhere! Really, it's OP.

I still see plenty of rocketmen, runners, and constructors.
Old gamers.
Title: Re: Gang Garrison 2.4
Post by: CobaltBW on October 30, 2011, 02:53:06 pm
Firebugs, Firebugs everywhere! Really, it's OP.

I still see plenty of rocketmen, runners, and constructors.
Old gamers.

Must be a lot of them, then. I see firebugs, but not in overwhelming numbers.

Hell, I'm hosting a server right now in dirtbowl. The red team has one firebug, a healer, two rocketmen, an overweight, and a runner. The blue team has two overweights, a firebug, a healer, a rocketman, a Q/C, and a constructor.
Title: Re: Gang Garrison 2.4
Post by: Green Wolf on October 30, 2011, 04:33:29 pm
fix the firebug stutter shooting to the way it was in 2.3! The heavy is okay as it is, but maybe speed up reload time.
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on October 30, 2011, 04:35:15 pm
lmao
Title: Re: Gang Garrison 2.4
Post by: MTK5012 on November 07, 2011, 04:04:58 am
did anyone used/see other server used the new lobby system?
Title: Auto news
Post by: AutoLoverlat on April 04, 2012, 09:22:26 am
You Exaggerate.
Title: Re: Gang Garrison 2.4
Post by: NAGN on April 04, 2012, 01:51:59 pm
I think that was a bot...
Title: Re: Gang Garrison 2.4
Post by: Phantom Brave on May 28, 2012, 12:53:06 am
it's a troll
Title: Re: Gang Garrison 2.4
Post by: tomas on February 17, 2016, 11:20:02 pm
add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! add payload !! :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z6: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5: :z5:
Title: Re: Gang Garrison 2.4
Post by: Dumbledank on February 18, 2016, 01:53:50 am
Hi tomas, welcome to the forum. This isn't the place to make requests, if you think that you have a cool idea that you would like to see in GG2 you can make a new thread here: http://www.ganggarrison.com/forums/index.php?board=2.0 (http://www.ganggarrison.com/forums/index.php?board=2.0)

Unfortunately I doubt GG2 will ever be getting an official payload mode but we do have a payload mod here, the download link can be found in the first post: http://www.ganggarrison.com/forums/index.php?topic=36314.msg1253636#msg1253636 (http://www.ganggarrison.com/forums/index.php?topic=36314.msg1253636#msg1253636)
Also while you're here why not say hi and introduce yourself here: http://www.ganggarrison.com/forums/index.php?topic=692.0 (http://www.ganggarrison.com/forums/index.php?topic=692.0)

Enjoy your stay on the forums! (And do try to limit the number of emote bubbles you use in one post to a minimum, people will mistake your post for spam otherwise)