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Author Topic: Gang Garrison Classic |< BETA 7 fucking delayed due to Episode 3>|  (Read 131301 times)

Rock

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Re: Gang Garrison Classic
« Reply #45 on: May 14, 2010, 05:41:51 pm »

Cuz' medic is an offensive class there. Sort of. But you should spam medkit moar often :P especially with burning or gased teammates in front of you slamming E.

But the reload time kinda stops spamming those  =/
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Psychopath

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Re: Gang Garrison Classic
« Reply #46 on: May 14, 2010, 05:42:29 pm »

Just an FYI, there's an unused keybyte value that could be used for swapping from primary to secondary weapons. This would require that more code be written of course. I was planning on using this unused value to make a secondary weapons build for GG2 out of boredom (which would be better than scroll wheel weapon swapping like in Colton's alt weapons mod). Additionally, there'd have to be a delay between swapping and being able to fire/swap again or you could literally hold down the last weapon key and you'd be swapping at 30 changes per second.

Grenades can be thrown during humiliation.
Pressing F can still trigger taunt bubbles
TFC had no kill cams :V
Spy's grenade is immensely powerful compared to the incendiary grenade because of contact damage(?), the range, and the duration of a constant "flow." Not sure if you're supposed to be able to toss them while cloaked either :V
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Dusty

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Re: Gang Garrison Classic
« Reply #47 on: May 14, 2010, 05:45:35 pm »

Im better at this Medic than the GG2 Medic  :hehe:
indeed
Just an FYI, there's an unused keybyte value that could be used for swapping from primary to secondary weapons. This would require that more code be written of course. I was planning on using this unused value to make a secondary weapons build for GG2 out of boredom (which would be better than scroll wheel weapon swapping like in Colton's alt weapons mod). Additionally, there'd have to be a delay between swapping and being able to fire/swap again or you could literally hold down the last weapon key and you'd be swapping at 30 changes per second.

Grenades can be thrown during humiliation.
Pressing F can still trigger taunt bubbles
TFC had no kill cams :V
Spy's grenade is immensely powerful compared to the incendiary grenade because of contact damage(?), the range, and the duration of a constant "flow." Not sure if you're supposed to be able to toss them while cloaked either :V
these are also good ideas.

also, i'm kinda turned off by the GG2 characters that were just recolors.
I might still have my GGC character sprites lying around...

Rock

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Re: Gang Garrison Classic
« Reply #48 on: May 14, 2010, 05:45:50 pm »

Tell me how to play citizen. Also Leiche, I would be willing to help sprite....
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Dusty

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Re: Gang Garrison Classic
« Reply #49 on: May 14, 2010, 05:47:58 pm »

Tell me how to play citizen. Also Leiche, I would be willing to help sprite....
that reminds me, i saw 2 things:
-2 civilians
-a civilian in CTF.

but you guys probably saw that since you were playing at the time.

Z3r05t4r

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Re: Gang Garrison Classic
« Reply #50 on: May 14, 2010, 05:59:07 pm »

also, i'm kinda turned off by the GG2 characters that were just recolors.
I might still have my GGC character sprites lying around...

Show me ;)
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trog

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Re: Gang Garrison Classic
« Reply #51 on: May 14, 2010, 06:00:35 pm »

cloaked grenade should stay, it's fun.
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Z3r05t4r

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Re: Gang Garrison Classic
« Reply #52 on: May 14, 2010, 06:02:15 pm »

Haha, yeah, I am pretty sure it will stay. But the Spy's nade will be nerfed somewhat. Compared to the Incendiary Nade of the Pyro it's like a tank versus a fence. And the fence with an height of 60 cm made out of wood.
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Dusty

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Re: Gang Garrison Classic
« Reply #53 on: May 14, 2010, 06:10:23 pm »

well it appears at first sight that you used the same refrence pic that i did, which ends up being the incorrect model.

the blue guys are the old ones, back when GG Original was just a mod
the red ones are ones that i made in the last half-hour or so, and are updated models

trog

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Re: Gang Garrison Classic
« Reply #54 on: May 14, 2010, 06:11:18 pm »

I think the nade explosion time should be shortened a little bit, but I haven't played TFC so I don't know if it's supposed to be like that.
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Dusty

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Re: Gang Garrison Classic
« Reply #55 on: May 14, 2010, 06:19:41 pm »

will there be feign death?
that'd be a cool idea...

Z3r05t4r

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Re: Gang Garrison Classic
« Reply #56 on: May 14, 2010, 06:23:34 pm »

I think the nade explosion time should be shortened a little bit, but I haven't played TFC so I don't know if it's supposed to be like that.

Hm, it will be shortened I would say. But at all Leiche decides. He is the boss.

@blu-dragon:

My reference pic, Leiche told me to use that:


And I can't say if we can do feign death. That's all a point of programming. EDIT: I assume.
« Last Edit: May 14, 2010, 06:25:00 pm by Z3r05t4r Angry Medic »
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Dusty

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Re: Gang Garrison Classic
« Reply #57 on: May 14, 2010, 06:25:56 pm »

i'm using the pics from here:
http://teamfortress.wikia.com/wiki/
anyways, maybe i'll make the rest and then we'll see.

Psychopath

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Re: Gang Garrison Classic
« Reply #58 on: May 14, 2010, 06:30:23 pm »

A feign death is possible. The server would just receive the feign death request like it does for constructing a turret, then the server sends a message to all of the clients FEIGN_DEATH or something along those lines. Then what happens is doEventPlayerFeignDeath is executed, all that happens is a corpse is created where the spy once was. If you want it to add to the kill log too but not for the spy's team members. Simply contain recordDeathInLog within an if(feign.team !=global.myself.team) conditional and it should be just fine.
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Leiche

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Re: Gang Garrison Classic
« Reply #59 on: May 14, 2010, 06:31:29 pm »

Both modelsets are actually totally right.
because there is an option in TFC to play with the old TFC models before the 1.5 update.
The pictures Blu Dragon uses are actually those with the TFC 1.5 models.
I never liked them.
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